AI Headshot Generator For Linkedin

AI Headshot Generator For Linkedin — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Decision tree pruning

    Decision tree pruning

    Pruning is a data compression technique in machine learning and search algorithms that reduces the size of decision trees by removing sections of the tree that are non-critical and redundant to classify instances. Pruning reduces the complexity of the final classifier, and hence improves predictive accuracy by the reduction of overfitting. One of the questions that arises in a decision tree algorithm is the optimal size of the final tree. A tree that is too large risks overfitting the training data and poorly generalizing to new samples. A small tree might not capture important structural information about the sample space. However, it is hard to tell when a tree algorithm should stop because it is impossible to tell if the addition of a single extra node will dramatically decrease error. This problem is known as the horizon effect. A common strategy is to grow the tree until each node contains a small number of instances then use pruning to remove nodes that do not provide additional information. Pruning should reduce the size of a learning tree without reducing predictive accuracy as measured by a cross-validation set. There are many techniques for tree pruning that differ in the measurement that is used to optimize performance. == Techniques == Pruning processes can be divided into two types (pre- and post-pruning). Pre-pruning procedures prevent a complete induction of the training set by replacing a stop () criterion in the induction algorithm (e.g. max. Tree depth or information gain (Attr)> minGain). Pre-pruning methods are considered to be more efficient because they do not induce an entire set, but rather trees remain small from the start. Prepruning methods share a common problem, the horizon effect. This is to be understood as the undesired premature termination of the induction by the stop () criterion. Post-pruning (or just pruning) is the most common way of simplifying trees. Here, nodes and subtrees are replaced with leaves to reduce complexity. Pruning can not only significantly reduce the size but also improve the classification accuracy of unseen objects. It may be the case that the accuracy of the assignment on the train set deteriorates, but the accuracy of the classification properties of the tree increases overall. The procedures are differentiated on the basis of their approach in the tree (top-down or bottom-up). === Bottom-up pruning === These procedures start at the last node in the tree (the lowest point). Following recursively upwards, they determine the relevance of each individual node. If the relevance for the classification is not given, the node is dropped or replaced by a leaf. The advantage is that no relevant sub-trees can be lost with this method. These methods include Reduced Error Pruning (REP), Minimum Cost Complexity Pruning (MCCP), or Minimum Error Pruning (MEP). === Top-down pruning === In contrast to the bottom-up method, this method starts at the root of the tree. Following the structure below, a relevance check is carried out which decides whether a node is relevant for the classification of all n items or not. By pruning the tree at an inner node, it can happen that an entire sub-tree (regardless of its relevance) is dropped. One of these representatives is pessimistic error pruning (PEP), which brings quite good results with unseen items. == Pruning algorithms == === Reduced error pruning === One of the simplest forms of pruning is reduced error pruning. Starting at the leaves, each node is replaced with its most popular class. If the prediction accuracy is not affected then the change is kept. While somewhat naive, reduced error pruning has the advantage of simplicity and speed. === Cost complexity pruning === Cost complexity pruning generates a series of trees ⁠ T 0 … T m {\displaystyle T_{0}\dots T_{m}} ⁠ where ⁠ T 0 {\displaystyle T_{0}} ⁠ is the initial tree and ⁠ T m {\displaystyle T_{m}} ⁠ is the root alone. At step ⁠ i {\displaystyle i} ⁠, the tree is created by removing a subtree from tree ⁠ i − 1 {\displaystyle i-1} ⁠ and replacing it with a leaf node with value chosen as in the tree building algorithm. The subtree that is removed is chosen as follows: Define the error rate of tree ⁠ T {\displaystyle T} ⁠ over data set ⁠ S {\displaystyle S} ⁠ as ⁠ err ⁡ ( T , S ) {\displaystyle \operatorname {err} (T,S)} ⁠. The subtree t {\displaystyle t} that minimizes err ⁡ ( prune ⁡ ( T , t ) , S ) − err ⁡ ( T , S ) | leaves ⁡ ( T ) | − | leaves ⁡ ( prune ⁡ ( T , t ) ) | {\displaystyle {\frac {\operatorname {err} (\operatorname {prune} (T,t),S)-\operatorname {err} (T,S)}{\left\vert \operatorname {leaves} (T)\right\vert -\left\vert \operatorname {leaves} (\operatorname {prune} (T,t))\right\vert }}} is chosen for removal. The function ⁠ prune ⁡ ( T , t ) {\displaystyle \operatorname {prune} (T,t)} ⁠ defines the tree obtained by pruning the subtrees ⁠ t {\displaystyle t} ⁠ from the tree ⁠ T {\displaystyle T} ⁠. Once the series of trees has been created, the best tree is chosen by generalized accuracy as measured by a training set or cross-validation. == Examples == Pruning could be applied in a compression scheme of a learning algorithm to remove the redundant details without compromising the model's performances. In neural networks, pruning removes entire neurons or layers of neurons.

    Read more →
  • Computer game bot Turing test

    Computer game bot Turing test

    The computer game bot Turing test is a variant of the Turing test, where a human judge viewing and interacting with a virtual world must distinguish between other humans and video game bots, both interacting with the same virtual world. This variant was first proposed in 2008 by Associate Professor Philip Hingston of Edith Cowan University, and implemented through a tournament called the 2K BotPrize. == History == The computer game bot Turing test was proposed to advance the fields of artificial intelligence (AI) and computational intelligence with respect to video games. It was considered that a poorly implemented bot implied a subpar game, so a bot that would be capable of passing this test, and therefore might be indistinguishable from a human player, would directly improve the quality of a game. It also served to debunk a flawed notion that "game AI is a solved problem." Emphasis is placed on a game bot that interacts with other players in a multiplayer environment. Unlike a bot that simply needs to make optimal human-like decisions to play or beat a game, this bot must make the same decisions while also convincing another in-game player of its human-likeness. == Implementation == The computer game bot Turing test was designed to test a bot's ability to interact with a game environment in comparison with a human player; simply 'winning' was insufficient. This evolved into a contest with a few important goals in mind: There are three participants: a human player, a computer-game bot, and a judge. The bot needs to appear more human-like than the human player. Judge scores are not bipolar — both human and bot can be scored anywhere on a scale from 1 to 5 (1=not humanlike, 5=human). All three participants are to be indistinguishable in the arena, with the exception of a randomly generated name tag, so as to reduce the chance of random elements such as name or appearance influencing the judges. Chat is disabled throughout the match. Bots were not given omniscient powers as they may be in other games. Bots must react only to the data that might be reasonably available to a human player. Human participants were of a moderate skill range, with no participant either ignorant to the game or capable of playing at a professional level. In 2008, the first 2K BotPrize tournament took place. The contest was held with the game Unreal Tournament 2004 as the platform. Contestants created their bots in advance using the GameBots interface. GameBots had some modifications made so as to adhere to the above conditions, such as removing data about vantage points or weapon damage that unfairly informed the bots of relevant strengths/weaknesses that a human would otherwise need to learn. == Tournament == The first BotPrize Tournament was held on 17 December 2008, as part of the 2008 IEEE Symposium on Computational Intelligence and Games in Australia. Each competing team was given time to set up and adjust their bots to the modified game client, although no coding changes were allowed at that point. The tournament was run in rounds, each a 10-minute death match. Judges were the last to join the server and every judge observed every player and every bot exactly once, although the pairing of players and bots did change. When the tournament ended, no bot was rated as more human than any player. In subsequent tournaments, run during 2009–2011, bots achieved scores that were increasingly human-like, but no contestant had won the BotPrize in any of these contests. In 2012, the 2K BotPrize was held once again, and two teams programmed bots that achieved scores greater than those of human players. == Successful bots == To date, there have been two successfully programmed bots that passed the computer game bot Turing test: UT^2, a team from the University of Texas at Austin, emphasized a bot that adjusted its behaviour based on previously observed human behaviour and neuroevolution. The team has made their bot available, although a copy of Unreal Tournament 2004 is required. Mihai Polceanu, a doctoral student from Romania, focused on creating a bot that would mimic opponent reactions, in a sense 'borrowing' the human-like nature of the opponent. These victors succeeded in the year 2012, Alan Turing's centenary year. == Aftermath == The outcome of a bot that appears more human-like than a human player is possibly overstated, since in the tournament in which the bots succeeded, the average 'humanness' rating of the human players was only 41.4%. This showcases some limits of this Turing test, since the results demonstrate that human behaviour is more complicated and quantitative than was accounted for. In light of this, the BotPrize competition organizers will increase the difficulty in upcoming years with new challenges, forcing competitors to improve their bots. It is also believed that methods and techniques developed for the computer game bot Turing test will be useful in fields other than video games, such as virtual training environments and in improving Human–robot interaction. == Contrasts to the Turing test == The computer game bot Turing test differs from the traditional or generic Turing test in a number of ways: Unlike the traditional Turing test, for example the Chatterbot-style contest held annually by the Loebner Prize competition, the humans who played against the Computer Game Bots are not trying to convince judges they are the human; rather, they want to win the game (i.e., by achieving the highest kill score). Judges are not restricted to awarding only one participant in a match as the 'human' and the other as the 'non-human.' This emphasizes more qualitative rather than polarized findings. With regards to a successful video game bot, this is not to be confused with a claim that the bot is 'intelligent,' whereas a machine that 'passed' the Turing test would arguably have some evidence for its Chatterbot's 'intelligence.' The game Unreal Tournament 2004 was chosen for its commercial availability and its interface for creating bots, GameBots. This limitation on medium is a sharp contrast to the Turing test, which emphasizes a conversation, where possible questions are vastly more numerous than the set of possible actions available in any specific video game. The available information to the participants, humans and bots, is not equal. Humans interact through vision and sound, whereas bots interact with data and events. The judges cannot introduce new events (e.g., a lava pit) to aid in differentiating between human and bot, whereas in a Chatterbot designed system, judges may theoretically ask any question in any manner. The two participants and the judge take part in a three-way interaction, unlike, for example, the paired two-way interaction of the Loebner Prize Contest.

    Read more →
  • New Classification Scheme for Chinese Libraries

    New Classification Scheme for Chinese Libraries

    The New Classification Scheme for Chinese Libraries is a system of library classification developed by Lai Yung-hsiang since 1956. It is modified from "A System of Book Classification for Chinese Libraries" of Liu Guojun, which is based on the Dewey Decimal System. The scheme is developed for Chinese books and commonly used in Taiwan, Hong Kong and Macau. == Main classes == 000 Generalities 100 Philosophy 200 Religion 300 Sciences 400 Applied sciences 500 Social sciences 600 History of China and Geography of China 700 World history and Geography 800 Linguistics and Literature 900 Arts == Outline of the classification tables == 000 Generalities 000 Special collections 010 Bibliography; Literacy (Documentation) 020 Library and information science; Archive management 030 Sinology 040 General encyclopedia 050 Serial publications; Periodicals 060 General organization; Museology 070 General collected essays 080 General series 090 Collected Chinese classics 100 Philosophy 100 Philosophy: general 110 Thought; Learning 120 Chinese philosophy 130 Oriental philosophy 140 Western philosophy 150 Logic 160 Metaphysics 170 Psychology 180 Esthetics (Aesthetics) 190 Ethics 200 Religion 200 Religion: general 210 Science of religion 220 Buddhism 230 Taoism 240 Christianity 250 Islam (Mohammedanism) 260 Judaism 270 Other religions 280 Mythology 290 Astrology; Superstition 300 Sciences 300 Sciences: general 310 Mathematics 320 Astronomy 330 Physics 340 Chemistry 350 Earth science; Geology 360 Biological science 370 Botany 380 Zoology 390 Anthropology 400 Applied sciences 400 Applied sciences: general 410 Medical sciences 420 Home economics 430 Agriculture 440 Engineering 450 Mining and metallurgy 460 Chemical engineering 470 Manufacture 480 Commerce: various business 490 Commerce: administration and management 500 Social sciences 500 Social sciences: general 510 Statistics 520 Education 530 Rite and custom 540 Sociology 550 Economy 560 Finance 570 Political science 580 Law; Jurisprudence 590 Military science 600-700 History and geography 600 History and geography: General History and geography of China 610 General history of China 620 Chinese history by period 630 History of Chinese civilization 640 Diplomatic history of China 650 Historical sources 660 Geography of China 670 Local history 680 Topical topography 690 Chinese travels World history and geography 710 World: general history and geography 720 Oceans and seas 730 Asia: history and geography 740 Europe: history and geography 750 America: history and geography 760 Africa: history and geography 770 Oceania: history and geography 780 Biography 790 Antiquities and archaeology 800 Linguistics and literature 800 Linguistics: general 810 Literature: general 820 Chinese literature 830 Chinese literature: general collections 840 Chinese literature: individual works 850 Various Chinese literature 860 Oriental literature 870 Western literature 880 Other countries literatures 890 Journalism 900 Arts 900 Arts: general 910 Music 920 Architecture 930 Sculpture 940 Drawing and painting; Calligraphy 950 Photography; Computer art 960 Decorative arts 970 Arts and Crafts movement 980 Theatre 990 Recreation and leisure

    Read more →
  • The Synthetic Party

    The Synthetic Party

    Det Syntetiske Parti (English: The Synthetic Party) is a political party driven by artificial intelligence (AI), founded in May 2022 in Denmark. The party aims to represent non-voters and fringe political parties while raising awareness of AI's societal role and exploring how it can be integrated into democratic processes. == Founder == The founder and continuous party secretary is Asker Bryld Staunæs, a philosopher from Aarhus University and a conceptual artist. == Main goal == The political goals have been machine learned from texts by Danish fringe parties since 1970 and represent the 20 percent of Danes who do not vote in the election. The party is synthetic; as such, many of the policies, such as universal basic income, can be contradictory to one another. == International collaborations == The Synthetic Party has signed bilateral collaboration agreements with the Finnish AI Party and AI Party (Japan) concerning the development of a global project created around artificial intelligence and politics These collaborations were expanded during the exhibition-event Synthetic Summit (28 February – 13 April 2025) at Kunsthal Aarhus, curated by Computer Lars (Asker Bryld Staunæs) on behalf of The Synthetic Party. The summit staged parliamentary scenography, performances, and computer sculptures, and invited both the public and policymakers to encounter an international line-up of AI parties and virtual politicians. Aarhus University described the event as part of Staunæs's PhD research, positioning it as an international top-meeting of virtual politicians. Participants included the Japanese AI Party, the Swedish AI Party, the Finnish AI Party, Parker Politics (New Zealand), Lex AI (Brazil), the Simiyya collective (Egypt/Sweden), the Synthetic Party (Denmark), and Wiktoria Cukt 2.0 (Poland). As part of the summit, the one-day AI World Congress was held on 1 March 2025, structured as a performative assembly where each group participated through both machinic agents and human delegates. Sessions were chaired by participating parties, with Computer Lars delivering the opening presentation. Throughout the day, contributions were synthesized into a common record using a shared AI system. The congress concluded with the adoption of the Synthetic Summit Resolution, a collectively authored treaty of algorithmic governance. Signatories included Floor Kist and Nick Gerritsen (Parker Politics), Michihito Matsuda (Japanese AI Party), Emma Bexell (Swedish AI Party), Samee Haapa (Finnish AI Party), Pedro Markun (Lex AI), Kristian T. Madsen and Michael Birkebæk Jensen (NextGen Democracy / DemAI), Asker Bryld Staunæs, Benjamin Asger Krog Møller, Caroline Sofie Axelsson, Life with Artificials (The Synthetic Party), and Piotr Wyrzykowski (Wiktoria Cukt 2.0).

    Read more →
  • BERT (language model)

    BERT (language model)

    Bidirectional encoder representations from transformers (BERT) is a language model introduced in October 2018 by researchers at Google. It learns to represent text as a sequence of vectors using self-supervised learning. It uses the encoder-only transformer architecture. BERT dramatically improved the state of the art for large language models. As of 2020, BERT is a ubiquitous baseline in natural language processing (NLP) experiments. BERT is trained by masked token prediction and next sentence prediction. With this training, BERT learns contextual, latent representations of tokens in their context, similar to ELMo and GPT-2. It found applications for many natural language processing tasks, such as coreference resolution and polysemy resolution. It improved on ELMo and spawned the study of "BERTology", which attempts to interpret what is learned by BERT. BERT was originally implemented in the English language at two model sizes, BERTBASE (110 million parameters) and BERTLARGE (340 million parameters). Both were trained on the Toronto BookCorpus (800M words) and English Wikipedia (2,500M words). The weights were released on GitHub. On March 11, 2020, 24 smaller models were released, the smallest being BERTTINY with just 4 million parameters. == Architecture == BERT is an "encoder-only" transformer architecture. At a high level, BERT consists of 4 modules: Tokenizer: This module converts a piece of English text into a sequence of integers ("tokens"). Embedding: This module converts the sequence of tokens into an array of real-valued vectors representing the tokens. It represents the conversion of discrete token types into a lower-dimensional Euclidean space. Encoder: a stack of Transformer blocks with self-attention, but without causal masking. Task head: This module converts the final representation vectors into one-shot encoded tokens again by producing a predicted probability distribution over the token types. It can be viewed as a simple decoder, decoding the latent representation into token types, or as an "un-embedding layer". The task head is necessary for pre-training, but it is often unnecessary for so-called "downstream tasks," such as question answering or sentiment classification. Instead, one removes the task head and replaces it with a newly initialized module suited for the task, and finetune the new module. The latent vector representation of the model is directly fed into this new module, allowing for sample-efficient transfer learning. === Embedding === This section describes the embedding used by BERTBASE. The other one, BERTLARGE, is similar, just larger. The tokenizer of BERT is WordPiece, which is a sub-word strategy like byte-pair encoding. Its vocabulary size is 30,000, and any token not appearing in its vocabulary is replaced by [UNK] ("unknown"). The first layer is the embedding layer, which contains three components: token type embeddings, position embeddings, and segment type embeddings. Token type: The token type is a standard embedding layer, translating a one-hot vector into a dense vector based on its token type. Position: The position embeddings are based on a token's position in the sequence. BERT uses absolute position embeddings, where each position in a sequence is mapped to a real-valued vector. Each dimension of the vector consists of a sinusoidal function that takes the position in the sequence as input. Segment type: Using a vocabulary of just 0 or 1, this embedding layer produces a dense vector based on whether the token belongs to the first or second text segment in that input. In other words, type-1 tokens are all tokens that appear after the [SEP] special token. All prior tokens are type-0. The three embedding vectors are added together representing the initial token representation as a function of these three pieces of information. After embedding, the vector representation is normalized using a LayerNorm operation, outputting a 768-dimensional vector for each input token. After this, the representation vectors are passed forward through 12 Transformer encoder blocks, and are decoded back to 30,000-dimensional vocabulary space using a basic affine transformation layer. === Architectural family === The encoder stack of BERT has 2 free parameters: L {\displaystyle L} , the number of layers, and H {\displaystyle H} , the hidden size. There are always H / 64 {\displaystyle H/64} self-attention heads, and the feed-forward/filter size is always 4 H {\displaystyle 4H} . By varying these two numbers, one obtains an entire family of BERT models. For BERT: the feed-forward size and filter size are synonymous. Both of them denote the number of dimensions in the middle layer of the feed-forward network. the hidden size and embedding size are synonymous. Both of them denote the number of real numbers used to represent a token. The notation for encoder stack is written as L/H. For example, BERTBASE is written as 12L/768H, BERTLARGE as 24L/1024H, and BERTTINY as 2L/128H. == Training == === Pre-training === BERT was pre-trained simultaneously on two tasks: Masked language modeling (MLM): In this task, BERT ingests a sequence of words, where one word may be randomly changed ("masked"), and BERT tries to predict the original words that had been changed. For example, in the sentence "The cat sat on the [MASK]," BERT would need to predict "mat." This helps BERT learn bidirectional context, meaning it understands the relationships between words not just from left to right or right to left but from both directions at the same time. Next sentence prediction (NSP): In this task, BERT is trained to predict whether one sentence logically follows another. For example, given two sentences, "The cat sat on the mat" and "It was a sunny day", BERT has to decide if the second sentence is a valid continuation of the first one. This helps BERT understand relationships between sentences, which is important for tasks like question answering or document classification. ==== Masked language modeling ==== In masked language modeling, 15% of tokens would be randomly selected for masked-prediction task, and the training objective was to predict the masked token given its context. In more detail, the selected token is: replaced with a [MASK] token with probability 80%, replaced with a random word token with probability 10%, not replaced with probability 10%. The reason not all selected tokens are masked is to avoid the dataset shift problem. The dataset shift problem arises when the distribution of inputs seen during training differs significantly from the distribution encountered during inference. A trained BERT model might be applied to word representation (like Word2Vec), where it would be run over sentences not containing any [MASK] tokens. It is later found that more diverse training objectives are generally better. As an illustrative example, consider the sentence "my dog is cute". It would first be divided into tokens like "my1 dog2 is3 cute4". Then a random token in the sentence would be picked. Let it be the 4th one "cute4". Next, there would be three possibilities: with probability 80%, the chosen token is masked, resulting in "my1 dog2 is3 [MASK]4"; with probability 10%, the chosen token is replaced by a uniformly sampled random token, such as "happy", resulting in "my1 dog2 is3 happy4"; with probability 10%, nothing is done, resulting in "my1 dog2 is3 cute4". After processing the input text, the model's 4th output vector is passed to its decoder layer, which outputs a probability distribution over its 30,000-dimensional vocabulary space. ==== Next sentence prediction ==== Given two sentences, the model predicts if they appear sequentially in the training corpus, outputting either [IsNext] or [NotNext]. During training, the algorithm sometimes samples two sentences from a single continuous span in the training corpus, while at other times, it samples two sentences from two discontinuous spans. The first sentence starts with a special token, [CLS] (for "classify"). The two sentences are separated by another special token, [SEP] (for "separate"). After processing the two sentences, the final vector for the [CLS] token is passed to a linear layer for binary classification into [IsNext] and [NotNext]. For example: Given "[CLS] my dog is cute [SEP] he likes playing [SEP]", the model should predict [IsNext]. Given "[CLS] my dog is cute [SEP] how do magnets work [SEP]", the model should predict [NotNext]. === Fine-tuning === BERT is meant as a general pretrained model for various applications in natural language processing. That is, after pre-training, BERT can be fine-tuned with fewer resources on smaller datasets to optimize its performance on specific tasks such as natural language inference and text classification, and sequence-to-sequence-based language generation tasks such as question answering and conversational response generation. The original BERT paper published results demonstrating that a small amount of fine

    Read more →
  • Personal knowledge base

    Personal knowledge base

    A personal knowledge base (PKB) is an electronic tool used by an individual to express, capture, and later retrieve personal knowledge. It differs from a traditional database in that it contains subjective material particular to the owner, that others may not agree with nor care about. Importantly, a PKB consists primarily of knowledge, rather than information; in other words, it is not a collection of documents or other sources an individual has encountered, but rather an expression of the distilled knowledge the owner has extracted from those sources or from elsewhere. The term personal knowledge base was mentioned as early as the 1980s, but the term came to prominence in the 2000s when it was described at length in publications by computer scientist Stephen Davies and colleagues, who compared PKBs on a number of different dimensions, the most important of which is the data model that each PKB uses to organize knowledge. == Data models == Davies and colleagues examined three aspects of the data models of PKBs: their structural framework, which prescribes rules about how knowledge elements can be structured and interrelated (as a tree, graph, tree plus graph, spatially, categorically, as n-ary links, chronologically, or ZigZag); their knowledge elements, or basic building blocks of information that a user creates and works with, and the level of granularity of those knowledge elements (such as word/concept, phrase/proposition, free text notes, links to information sources, or composite); and their schema, which involves the level of formal semantics introduced into the data model (such as a type system and related schemas, keywords, attribute–value pairs, etc.). Davies and colleagues also emphasized the principle of transclusion, "the ability to view the same knowledge element (not a copy) in multiple contexts", which they considered to be "pivotal" to an ideal PKB. They concluded, after reviewing many design goals, that the ideal PKB was still to come in the future. === Personal knowledge graph === In their publications on PKBs, Davies and colleagues discussed knowledge graphs as they were implemented in some software of the time. Later, other writers used the term personal knowledge graph (PKG) to refer to a PKB featuring a graph structure and graph visualization. However, the term personal knowledge graph is also used by software engineers to refer to the different subject of a knowledge graph about a person, in contrast to a knowledge graph created by a person in a PKB. == Software architecture == Davies and colleagues also differentiated PKBs according to their software architecture: file-based, database-based, or client–server systems (including Internet-based systems accessed through desktop computers and/or handheld mobile devices). == History == Non-electronic personal knowledge bases have probably existed in some form for centuries: Leonardo da Vinci's journals and notes are a famous example of the use of notebooks. Commonplace books, florilegia, annotated private libraries, and card files (in German, Zettelkästen) of index cards and edge-notched cards are examples of formats that have served this function in the pre-electronic age. Undoubtedly the most famous early formulation of an electronic PKB was Vannevar Bush's description of the "memex" in 1945. In a 1962 technical report, human–computer interaction pioneer Douglas Engelbart (who would later become famous for his 1968 "Mother of All Demos" that demonstrated almost all the fundamental elements of modern personal computing) described his use of edge-notched cards to partially model Bush's memex. == Examples == The following software applications have been used to build PKBs using various data models and architectures. The list includes software mentioned by Davies and colleagues in their 2005 paper, and additional software. Open source Compendium Haystack (MIT project) Joplin Logseq NoteCards Org-mode QOwnNotes TiddlyWiki Closed source Evernote Microsoft OneNote MindManager MyLifeBits Notion Obsidian Personal Knowbase PersonalBrain Roam Tinderbox

    Read more →
  • POSC Caesar

    POSC Caesar

    POSC Caesar Association (PCA) is an international, open and not-for-profit, member organization that promotes the development of open specifications to be used as standards for enabling the interoperability of data, software and related matters. PCA is the initiator of ISO 15926 "Integration of life-cycle data for process plants including oil and gas production facilities" and is committed to its maintenance and enhancement. Nils Sandsmark has been the General Manager of POSC Caesar Association since 1999 and Thore Langeland, Norwegian Oil Industry Association (Norwegian: Oljeindustriens Landsforening, OLF), is the chairman of the board. == History == === Caesar Offshore === The first predecessor of POSC Caesar Association, the Caesar Offshore program, started in 1993. The original focus was on standardizing technical data definitions for capital intensive projects at the handover from the EPC contractor to the owner/operators of onshore and offshore oil and gas production facilities. The program was sponsored by The Research Council of Norway, two EPC contractors (Aker Maritime and Kværner), three owners/operators (Norsk Hydro, Saga Petroleum and Statoil) and DNV as service provider and project owner. === POSC Caesar project === During the period 1994–96, Caesar Offshore Program was defined as a project of Petrotechnical Open Software Corporation (POSC) (now Energistics), and changed its name to the POSC Caesar Project. In 1995 the project was joined by BP, Brown and Root and Elf Aquitaine and in 1997 by Intergraph, IBM, Oracle, Lloyd's, Shell, ABB and UMOE Technologies. During that time, POSC Caesar also became a member of European Process Industries STEP Technical Liaison Executive (EPISTLE) where it collaborates with PISTEP (UK), and USPI-NL (The Netherlands) on the development of ISO 10303, also known as "Standard for the Exchange of Product model data (STEP)". === POSC Caesar Association === In 1997, POSC Caesar Association was founded as an independent, global, non-profit, member organization. POSC Caesar Association serves an international membership and collaborates with other international organizations. It has its main office in Norway. Albeit the name of POSC Caesar Association still hints to its past as a project within the Petrotechnical Open Software Corporation (POSC) (now Energistics), from 1997 onwards, the organization has been independent. Energistics and POSC Caesar Association do collaborate, and are formally member in each other's organization. == Membership == POSC Caesar Association has with its current 36 members from around the world and has established an international footprint (with a strong membership in Norway) that includes a variety of backgrounds, from academia and solution providers to engineering contractors and owners/operators. The members are (subdivided by organization type): Associations: Energistics (USA) and The Norwegian Oil Industry Association (OLF, Norway); Universities and Research Institutes: International Research Institute of Stavanger (IRIS, Norway), Norwegian University of Science and Technology (NTNU, Norway), Korea Advanced Institute of Science and Technology (KAIST, Korea), SINTEF (Norway), University of Bergen (Norway), University of Oslo (Norway), University of Stavanger (Norway), University of Tromsø (Norway) and Western Norway Research Institute (Norway); Oil and Gas Companies: BP (UK), Petronas (Malaysia) and Statoil (Norway); Engineering contractors and consultants: Akvaplan-niva (Norway), Aker Solutions (Norway), Asset Life Cycle Information Management (ALCIM, Malaysia), CAESAR systems (USA), Bechtel (USA), Det Norske Veritas (DNV, Norway), Information Logic (USA) and iXIT Engineering Technology (Germany), Phusion IM Ltd (UK); Solution providers: Aveva (UK), Bentley Systems (USA), Jotne EPM Technology (Norway), Epsis (Norway), Eurostep (Sweden), International Business Machines Corporation (IBM, USA), Siemens - Comos Industry Solutions (before Innotec) (Germany), Intergraph (USA), Invenia (Norway), Keel Solution (Denmark), Noumenon (UK), NRX (Canada), Octaga (Norway) and Tektonisk (Norway). In general, the organization holds three membership meetings a year; one in January / February in North-America (typically USA), one in April / May in Europe (typically Norway) and one in October in Asia (typically Malaysia). == Activities and services == === Initiator and custodian of ISO 15926 === In consultation with the other EPISTLE members and the International Organization for Standardization (ISO), it was decided in 2003 (some say already in 1997) that for modeling-technical reasons it was better to discontinue the development of ISO 10303 and to initiate the development of ISO 15926 "Integration of life-cycle data for process plants including oil and gas production facilities." Over the years, the scope of the standard has increased from the initial capital-intensive projects in the upstream oil and gas industry, to include also relevant terminology for downstream oil and gas industry applications and to deal with real-time data related to the actual oil and gas production. ISO 15926 has also over the years evolved from a dictionary (a list of terms with definitions), over a taxonomy (added hierarchy) to an ontology (a formal representation of a set of concepts within a domain and the relationships between those concepts). ISO 15926 is therefore sometimes nicknamed the "Oil and Gas Ontology", for some considered to be an essential prerequisite together with Semantic Web technologies to get to better interoperability, an optimal use of all available data across boundaries and an increase in efficiency. This is what some call the next generation of Integrated Operations. === Reference data services === Placeholders: Flow scheme of WIP - RDS - ISO and role of SIGs RDS Standards in database pilot (ISO) === Special interest groups === Placeholders: Overview of SIGs Drilling and Completion Reservoir and Production Operations and Maintenance == Projects == There are a number of projects (co-)organized by POSC Caesar Association working on the extension of the ISO 15926 standard in different application areas. === Capital intensive projects application domain === The following projects are running at the moment (August 2009): The ADI Project of FIATECH, to build the tools (which will then be made available in the public domain) The IDS Project of POSC Caesar Association, to define product models required for data sheets A joint collaboration project between FIATECH POSC Caesar Association is the ADI-IDS project is the ISO 15926 WIP === Upstream oil and gas industry application domain === The following projects are currently running (August 2009): The Integrated Operations in the High North (IOHN) project is working on extending ISO 15926 to handle real-time data transmission and (pre-)processing to enable the next generation of Integrated Operations. The Environment Web project to include environmental reporting terms and definitions as used in EPIM's EnvironmentWeb in ISO 15926. Finalised projects include: The Integrated Information Platform (IIP) project working on establishing a real-time information pipeline based on open standards. It worked among others on: Daily Drilling Report (DDR) to including all terms and definitions in ISO 15926. This standard became mandatory on February 1, 2008 for reporting on the Norwegian Continental Shelf by the Norwegian Petroleum Directorate (NPD) and Safety Authority Norway (PSA). NPD says that the quality of the reports has improved considerably since. Daily Production Report (DPR) to including all terms and definitions in ISO 15926. This standard was tested successfully on the Valhall (BP-operated) and Åsgard (StatoilHydro-operated) fields offshore Norway. The terminology and XML schemata developed have also been included in Energistics’ PRODML standard. == Conferences and events == === Semantic Days === === Sogndal academic network meeting === == Collaborations == POSC Caesar is collaborating with a number of standardization bodies, including: Mimosa: collaboration on open information standards for Operations and Maintenance mainly for the downstream oil and gas industry; FIATECH: collaboration on open information standards for life cycle data of capital projects; Energistics: collaboration on information standards for the upstream oil and gas industry, including WITSML and PRODML; OASIS: collaboration on e-business standards; ISO TC184/SC4: the host of the ISO 15926 standard.

    Read more →
  • IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence (sometimes abbreviated as IEEE PAMI or simply PAMI) is a monthly peer-reviewed scientific journal published by the IEEE Computer Society. == Background == The journal covers research in computer vision and image understanding, pattern analysis and recognition, machine intelligence, machine learning, search techniques, document and handwriting analysis, medical image analysis, video and image sequence analysis, content-based retrieval of image and video, and face and gesture recognition. The editor-in-chief is Kyoung Mu Lee (Seoul National University). According to the Journal Citation Reports, the journal has a 2023 impact factor of 20.8.

    Read more →
  • 3D-Coat

    3D-Coat

    3DCoat is a commercial digital sculpting program from Pilgway designed to create free-form organic and hard surfaced 3D models, with tools which enable users to sculpt, add polygonal topology (automatically or manually), create UV maps (automatically or manually), texture the resulting models with natural painting tools, and render static images or animated "turntable" movies. The program can also be used to modify imported 3D models from a number of commercial 3D software products by means of plugins called Applinks. Imported models can be converted into voxel objects for further refinement and for adding high resolution detail, complete UV unwrapping and mapping, as well as adding PBR textures for displacement, bump maps, specular and diffuse color maps. A live connection to a chosen external 3D application can be established through the Applink pipeline, allowing for the transfer of model and texture information. 3DCoat specializes in voxel sculpting and polygonal sculpting using dynamic patch tessellation technology and polygonal sculpting tools. It includes "auto-retopology", a proprietary skinning algorithm which generates a polygonal mesh skin over any voxel sculpture, composed primarily of quadrangles.

    Read more →
  • Model

    Model

    A model is an informative representation of an object, person, or system. The term originally denoted the plans of a building in 16th-century English, and derived via French and Italian ultimately from Latin modulus, 'a measure'. Models can be divided into physical models (e.g. a ship model) and abstract models (e.g. a set of mathematical equations describing the workings of the atmosphere for the purpose of weather forecasting). Abstract or conceptual models are central to philosophy of science. In scholarly research and applied science, a model should not be confused with a theory: while a model seeks only to represent reality with the purpose of better understanding or predicting the world, a theory is more ambitious in that it claims to be an explanation of reality. == Types of model == === Model in specific contexts === As a noun, model has specific meanings in certain fields, derived from its original meaning of "structural design or layout": Model (art), a person posing for an artist, e.g. a 15th-century criminal representing the biblical Judas in Leonardo da Vinci's painting The Last Supper Model (person), a person who serves as a template for others to copy, as in a role model, often in the context of advertising commercial products; e.g. the first fashion model, Marie Vernet Worth in 1853, wife of designer Charles Frederick Worth. Model (product), a particular design of a product as displayed in a catalogue or show room (e.g. Ford Model T, an early car model) Model (organism) a non-human species that is studied to understand biological phenomena in other organisms, e.g. a guinea pig starved of vitamin C to study scurvy, an experiment that would be immoral to conduct on a person Model (mimicry), a species that is mimicked by another species Model (logic), a structure (a set of items, such as natural numbers 1, 2, 3,..., along with mathematical operations such as addition and multiplication, and relations, such as < {\displaystyle <} ) that satisfies a given system of axioms (basic truisms), i.e. that satisfies the statements of a given theory Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Model (MVC), the information-representing internal component of a software, as distinct from its user interface === Physical model === A physical model (most commonly referred to simply as a model but in this context distinguished from a conceptual model) is a smaller or larger physical representation of an object, person or system. The object being modelled may be small (e.g., an atom) or large (e.g., the Solar System) or life-size (e.g., a fashion model displaying clothes for similarly-built potential customers). The geometry of the model and the object it represents are often similar in the sense that one is a rescaling of the other. However, in many cases the similarity is only approximate or even intentionally distorted. Sometimes the distortion is systematic, e.g., a fixed scale horizontally and a larger fixed scale vertically when modelling topography to enhance a region's mountains. An architectural model permits visualization of internal relationships within the structure or external relationships of the structure to the environment. Another use is as a toy. Instrumented physical models are an effective way of investigating fluid flows for engineering design. Physical models are often coupled with computational fluid dynamics models to optimize the design of equipment and processes. This includes external flow such as around buildings, vehicles, people, or hydraulic structures. Wind tunnel and water tunnel testing is often used for these design efforts. Instrumented physical models can also examine internal flows, for the design of ductwork systems, pollution control equipment, food processing machines, and mixing vessels. Transparent flow models are used in this case to observe the detailed flow phenomenon. These models are scaled in terms of both geometry and important forces, for example, using Froude number or Reynolds number scaling (see Similitude). In the pre-computer era, the UK economy was modelled with the hydraulic model MONIAC, to predict for example the effect of tax rises on employment. === Conceptual model === A conceptual model is a theoretical representation of a system, e.g. a set of mathematical equations attempting to describe the workings of the atmosphere for the purpose of weather forecasting. It consists of concepts used to help understand or simulate a subject the model represents. Abstract or conceptual models are central to philosophy of science, as almost every scientific theory effectively embeds some kind of model of the physical or human sphere. In some sense, a physical model "is always the reification of some conceptual model; the conceptual model is conceived ahead as the blueprint of the physical one", which is then constructed as conceived. Thus, the term refers to models that are formed after a conceptualization or generalization process. === Examples === Conceptual model (computer science), an agreed representation of entities and their relationships, to assist in developing software Economic model, a theoretical construct representing economic processes Language model, a probabilistic model of a natural language, used for speech recognition, language generation, and information retrieval Large language models are artificial neural networks used for generative artificial intelligence (AI), e.g. ChatGPT Mathematical model, a description of a system using mathematical concepts and language Statistical model, a mathematical model that usually specifies the relationship between one or more random variables and other non-random variables Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Medical model, a proposed "set of procedures in which all doctors are trained" Mental model, in psychology, an internal representation of external reality Model (logic), a set along with a collection of finitary operations, and relations that are defined on it, satisfying a given collection of axioms Model (MVC), information-representing component of a software, distinct from the user interface (the "view"), both linked by the "controller" component, in the context of the model–view–controller software design Model act, a law drafted centrally to be disseminated and proposed for enactment in multiple independent legislatures Standard model (disambiguation) == Properties of models, according to general model theory == According to Herbert Stachowiak, a model is characterized by at least three properties: 1. Mapping A model always is a model of something—it is an image or representation of some natural or artificial, existing or imagined original, where this original itself could be a model. 2. Reduction In general, a model will not include all attributes that describe the original but only those that appear relevant to the model's creator or user. 3. Pragmatism A model does not relate unambiguously to its original. It is intended to work as a replacement for the original a) for certain subjects (for whom?) b) within a certain time range (when?) c) restricted to certain conceptual or physical actions (what for?). For example, a street map is a model of the actual streets in a city (mapping), showing the course of the streets while leaving out, say, traffic signs and road markings (reduction), made for pedestrians and vehicle drivers for the purpose of finding one's way in the city (pragmatism). Additional properties have been proposed, like extension and distortion as well as validity. The American philosopher Michael Weisberg differentiates between concrete and mathematical models and proposes computer simulations (computational models) as their own class of models. == Uses of models == According to Bruce Edmonds, there are at least 5 general uses for models: Prediction: reliably anticipating unknown data, including data within the domain of the training data (interpolation), and outside the domain (extrapolation) Explanation: establishing plausible chains of causality by proposing mechanisms that can explain patterns seen in data Theoretical exposition: discovering or proposing new hypotheses, or refuting existing hypotheses about the behaviour of the system being modelled Description: representing important aspects of the system being modelled Illustration: communicating an idea or explanation

    Read more →
  • 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.

    Read more →
  • 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.

    Read more →
  • Cognitive philology

    Cognitive philology

    Cognitive philology is the science that studies written and oral texts as the product of human mental processes. Studies in cognitive philology compare documentary evidence emerging from textual investigations with results of experimental research, especially in the fields of cognitive and ecological psychology, neurosciences and artificial intelligence. "The point is not the text, but the mind that made it". Cognitive Philology aims to foster communication between literary, textual, philological disciplines on the one hand and researches across the whole range of the cognitive, evolutionary, ecological and human sciences on the other. Cognitive philology: investigates transmission of oral and written text, and categorization processes which lead to classification of knowledge, mostly relying on the information theory; studies how narratives emerge in so called natural conversation and selective process which lead to the rise of literary standards for storytelling, mostly relying on embodied semantics; explores the evolutive and evolutionary role played by rhythm and metre in human ontogenetic and phylogenetic development and the pertinence of the semantic association during processing of cognitive maps; Provides the scientific ground for multimedia critical editions of literary texts. Among the founding thinkers and noteworthy scholars devoted to such investigations are: Alan Richardson: Studies Theory of Mind in early-modern and contemporary literature. Anatole Pierre Fuksas Benoît de Cornulier David Herman: Professor of English at North Carolina State University and an adjunct professor of linguistics at Duke University. He is the author of "Universal Grammar and Narrative Form" and the editor of "Narratologies: New Perspectives on Narrative Analysis". Domenico Fiormonte François Recanati Gilles Fauconnier, a professor in Cognitive science at the University of California, San Diego. He was one of the founders of cognitive linguistics in the 1970s through his work on pragmatic scales and mental spaces. His research explores the areas of conceptual integration and compressions of conceptual mappings in terms of the emergent structure in language. Julián Santano Moreno Luca Nobile Manfred Jahn in Germany Mark Turner Paolo Canettieri

    Read more →
  • Leela Chess Zero

    Leela Chess Zero

    Leela Chess Zero (abbreviated as LCZero, lc0) is a free, open-source chess engine and volunteer computing project based on Google's AlphaZero engine. It was spearheaded by Gary Linscott, a developer for the Stockfish chess engine, and adapted from the Leela Zero Go engine. Like Leela Zero and AlphaGo Zero, early iterations of Leela Chess Zero started with no intrinsic chess-specific knowledge other than the basic rules of the game. It learned how to play chess through reinforcement learning from repeated self-play, using a distributed computing network coordinated at the Leela Chess Zero website. However, as of November 2024 most models used by the engine are trained through supervised learning on data generated by previous reinforcement learning runs. As of June 2025, Leela Chess Zero has played over 2.5 billion games against itself, playing around 1 million games every day, and is capable of play at a level that is comparable with Stockfish, the leading conventional chess program. == History == The Leela Chess Zero project was first announced on TalkChess.com on January 9, 2018, as an open-source, self-learning chess engine attempting to recreate the success of AlphaZero. Within the first few months of training, Leela Chess Zero had already reached the Grandmaster level, surpassing the strength of early releases of Rybka, Stockfish, and Komodo, despite evaluating orders of magnitude fewer positions due to the size of the deep neural network it uses as its evaluation function. In December 2018, the AlphaZero team published a paper in Science magazine revealing previously undisclosed details of the architecture and training parameters used for AlphaZero. These changes were soon incorporated into Leela Chess Zero and increased both its strength and training efficiency. Work on Leela Chess Zero has informed the AobaZero project for shogi. The engine has been rewritten and carefully iterated upon since its inception, and since 2019 has run on multiple backends, allowing it to run on both CPU and GPU. The engine can be configured to use different weights, including even different architectures. This same mechanism of substitutable weights can also be used for alternative chess rules, such as for the Fischer Random Chess variant, which was done in 2019. == Neural network == Like AlphaZero, Leela Chess Zero employs neural networks which output both a policy vector, a distribution over subsequent moves used to guide search, and a position evaluation. These neural networks are designed to run on GPU, unlike traditional engines. It originally used residual neural networks, but in 2022 switched to using a transformer-based architecture designed by Daniel Monroe and Philip Chalmers. These models represent a chessboard as a sequence of 64 tokens and apply a trunk consisting of a stack of Post-LN encoder layers, outputting a sequence of 64 encoded tokens which is used to generate a position evaluation and a distribution over subsequent moves. They use a custom domain-specific position encoding called smolgen to improve the self-attention layer. As of November 2024, the models used by the engine are significantly larger and more efficient than the residual network used by AlphaZero, reportedly achieving grandmaster-level strength at one position evaluation per move. These models are able to detect and exploit positional features like trapped pieces and fortresses to outmaneuver traditional engines, giving Leela a unique playstyle. There is also evidence that they are able to perform look-ahead. == Program and use == Like AlphaZero, Leela Chess Zero learns through reinforcement learning, continually training on data generated through self-play. However, unlike AlphaZero, Leela Chess Zero decentralizes its data generation through distributed computing, with volunteers generating self-play data on local hardware which is fed to the reinforcement algorithm. In order to contribute training games, volunteers must download the latest non-release candidate (non-rc) version of the engine and the client. The client connects to the Leela Chess Zero server and iteratively receives the latest neural network version and produces self-play games which are sent back to the server and use to train the network. In order to run the Leela Chess Zero engine, two components are needed: the engine binary used to perform search, and a network used to evaluate positions. The client, which is used to contribute training data to the project, is not needed for this purpose. Older networks can also be downloaded and used by placing those networks in the folder with the Lc0 binary. == Spinoffs == In season 15 of the Top Chess Engine Championship, the engine AllieStein competed alongside Leela. AllieStein is a combination of two different spinoffs from Leela: Allie, which uses the same neural network as Leela, but has a unique search algorithm for exploring different lines of play, and Stein, a network which was trained using supervised learning on existing game data from games between other engines. While neither of these projects were admitted to TCEC separately due to their similarity to Leela, the combination of Allie's search algorithm with the Stein network, called AllieStein, was deemed unique enough to warrant its inclusion in the competition. In early 2021, the LcZero blog announced Ceres, a transliteration of the engine to C# which introduced several algorithmic improvements. The engine has performed competitively in tournaments, achieving third place in the TCEC Swiss 7 and fourth place in the TCEC Cup 14. In 2024, the CeresTrain framework was announced to support training deep neural networks for chess in PyTorch. == Competition results == In April 2018, Leela Chess Zero became the first engine using a deep neural network to enter the Top Chess Engine Championship (TCEC), during Season 12 in the lowest division, Division 4. Out of 28 games, it won one, drew two, and lost the remainder; its sole victory came from a position in which its opponent, Scorpio 2.82, crashed in three moves. However, it improved quickly. In July 2018, Leela placed seventh out of eight competitors at the 2018 World Computer Chess Championship. In August 2018, it won division 4 of TCEC season 13 with a record of 14 wins, 12 draws, and 2 losses. In Division 3, Leela scored 16/28 points, finishing third behind Ethereal, which scored 22.5/28 points, and Arasan on tiebreak. By September 2018, Leela had become competitive with the strongest engines in the world. In the 2018 Chess.com Computer Chess Championship (CCCC), Leela placed fifth out of 24 entrants. The top eight engines advanced to round 2, where Leela placed fourth. Leela then won the 30-game match against Komodo to secure third place in the tournament. Leela participated in the "TCEC Cup", an event in which engines from different TCEC divisions can play matches against one another. Leela defeated higher-division engines Laser, Ethereal and Fire before finally being eliminated by Stockfish in the semi-finals. In December 2018, Leela participated in Season 14 of the Top Chess Engine Championship. Leela dominated divisions 3, 2, and 1, easily finishing first in all of them. In the premier division, Stockfish dominated while Houdini, Komodo and Leela competed for second place. It came down to a final-round game where Leela needed to hold Stockfish to a draw with black to finish second ahead of Komodo. Leela managed this and therefore met Stockfish in the superfinal. In a back and forth match, first Stockfish and then Leela took three game leads before Stockfish won by the narrow margin of 50.5–49.5. In February 2019, Leela scored its first major tournament win when it defeated Houdini in the final of the second TCEC cup. Leela did not lose a game the entire tournament. In April 2019, Leela won the Chess.com Computer Chess Championship 7: Blitz Bonanza, becoming the first neural-network project to take the title. In the season 15 of the Top Chess Engine Championship (May 2019), Leela defended its TCEC Cup title, this time defeating Stockfish with a score of 5.5–4.5 (+2 =7 −1) in the final after Stockfish blundered a seven-man tablebase draw. Leela also won the Superfinal for the first time, scoring 53.5–46.5 (+14 −7 =79) versus Stockfish, including winning as both white and black in the same predetermined opening in games 61 and 62. Season 16 of TCEC saw Leela finish in third place in premier division, missing qualification for the Superfinal to Stockfish and the new deep neural network engine AllieStein. Leela was the only engine not to suffer any losses in the Premier division, and defeated Stockfish in one of the six games they played. However, Leela only managed to score nine wins, while AllieStein and Stockfish both scored 14 wins. This inability to defeat weaker engines led to Leela finishing third, half a point behind AllieStein and a point behind Stockfish. In the fourth TCEC Cup, Leela was seeded first as the defending champion,

    Read more →
  • Interactive activation and competition networks

    Interactive activation and competition networks

    Interactive activation and competition (IAC) networks are artificial neural networks used to model memory and intuitive generalizations. They are made up of nodes or artificial neurons which are arrayed and activated in ways that emulate the behaviors of human memory. The IAC model is used by the parallel distributed processing (PDP) Group and is associated with James L. McClelland and David E. Rumelhart; it is described in detail in their book Explorations in Parallel Distributed Processing: A Handbook of Models, Programs, and Exercises. This model does not contradict any currently known biological data or theories, and its performance is close enough to human performance as to warrant further investigation.

    Read more →