AI Image Generators

Explore the best AI Image Generators — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

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  • Lynda Soderholm

    Lynda Soderholm

    Lynda Soderholm is a physical chemist at the U.S. Department of Energy's (DOE) Argonne National Laboratory with a specialty in f-block elements. She is a senior scientist and the lead of the Actinide, Geochemistry & Separation Sciences Theme within Argonne's Chemical Sciences and Engineering Division. Her specific role is the Separation Science group leader within Heavy Element Chemistry and Separation Science (HESS), directing basic research focused on low-energy methods for isolating lanthanide and actinide elements from complex mixtures. She has made fundamental contributions to understanding f-block chemistry and characterizing f-block elements. Soderholm became a Fellow of the American Association for the Advancement of Science (AAAS) in 2013, and is also an Argonne Distinguished Fellow. == Early life and education == Soderholm was awarded her PhD in 1982 by McMaster University under the direction of Prof John Greedan. Her dissertation focused on characterizing the structural and magnetic properties of a series of ternary f-ion oxides. After graduating, she was awarded a NATO postdoctoral fellow at the Centre national de la recherche scientifique in France from 1982 until 1985. After a short postdoctoral appointment as an Argonne postdoctoral fellow she was promoted to staff scientist the same year. Over several years, she moved up the ranks, becoming a senior chemist in 2001. She was also an adjunct professor at the University of Notre Dame from 2003 until 2007. In 2021, Soderholm was appointed interim Division Director for the Chemical Sciences and Engineering Division. == Career and research == === Uncovering structure of Yttrium-123 Superconductor === Early in her career, Soderholm focused on the characterizing the magnetic and electronic behavior of compounds containing f-ions (lanthanides and actinides) with a focus on high-Tc materials, compounds that are superconducting under usually high temperatures. She was part of the research group that first determined the structure of YBa2Cu3O7. Their discovery formed the foundation for the further developments in the broad field of superconductivity. === Understanding f-ion speciation in solution === Continuing her interest in the f-elements, Soderholm shifted her focus from solid-state materials to nanoparticles and solutions, taking advantage of advances in X-ray structural probes made available by synchrotron facilities. Building on her earlier work using neutron scattering, her team became the first to discover that plutonium exists in solution as tiny, well-defined nanoparticles. This work solved a longstanding problem in understanding transport of plutonium in the environment and resulted in the development of a new, patented approach to separating plutonium during nuclear reprocessing. === Using machine learning to evaluate molecular structures === Soderholm's more recent projects use machine learning to understand the influence of complex molecular structuring in solutions, in connection with low-energy processes for separation of f-block elements from complex mixtures. == Awards and honors == University of Chicago Board of Governors' Distinguished Performance Award, 2009. Fellow of the American Association for the Advancement of Science, 2013. Argonne Distinguished Fellow, 2016 DOE materials sciences research competition for Outstanding Scientific Accomplishments in Solid State Physics, 1987. == Select publications == Beno, M. A.; Soderholm, L.; Capone, D. W., II; Hinks, D. G.; Jorgensen, J. D.; Grace, J. D.; Schuller, I. K.; Segre, C. U.; Zhang, K., Structure of the single-phase high-temperature superconductor yttrium barium copper oxide (YBa2Cu3O7−δ). Appl. Phys. Lett. 1987, 51 (1), 57–9. Soderholm, L.; Zhang, K.; Hinks, D. G.; Beno, M. A.; Jorgensen, J. D.; Segre, C. U.; Schuller, I. K., Incorporation of praseodymium in YBa2Cu3O7−δ: electronic effects on superconductivity. Nature (London) 1987, 328 (6131), 604–5. Antonio, M. R.; Williams, C. W.; Soderholm, L., Berkelium redox speciation. Radiochim. Acta 2002, 90 (12), 851–856. Soderholm, L.; Skanthakumar, S.; Neuefeind, J., Determination of actinide speciation in solution using high-energy X-ray scattering. Anal. Bioanal. Chem. 2005, 383 (1), 48–55. Forbes, T. Z.; Burns, P. C.; Skanthakumar, S.; Soderholm, L., Synthesis, structure, and magnetism of Np2O5. J. Am. Chem. Soc. 2007, 129 (10), 2760–2761. Soderholm, L.; Almond, P. M.; Skanthakumar, S.; Wilson, R. E.; Burns, P. C., The structure of the plutonium oxide nanocluster [Pu38O56Cl54(H2O)8]14-. Angew. Chem., Int. Ed. 2008, 47 (2), 298–302. Jensen, M. P.; Gorman-Lewis, D.; Aryal, B.; Paunesku, T.; Vogt, S.; Rickert, P. G.; Seifert, S.; Lai, B.; Woloschak, G. E.; Soderholm, L., An iron-dependent and transferrin-mediated cellular uptake pathway for plutonium. Nat. Chem. Biol. 2011, 7 (8), 560–565. Wilson, R. E.; Skanthakumar, S.; Soderholm, L., Separation of Plutonium Oxide Nanoparticles and Colloids. Angew. Chem., Int. Ed. 2011, 50 (47), 11234–11237. Knope, K. E.; Soderholm, L., Solution and solid-state structural chemistry of actinide hydrates and their hydrolysis and condensation products. Chem. Rev. 2013, 113 (2), 944–994. Luo, G.; Bu, W.; Mihaylov, M.; Kuzmenko, I.; Schlossman, M. L.; Soderholm, L., X-ray reflectivity reveals a nonmonotonic ion-density profile perpendicular to the surface of ErCl3 aqueous solutions. J. Phys. Chem. C 2013, 117 (37), 19082–19090. Jin, G. B.; Lin, J.; Estes, S. L.; Skanthakumar, S.; Soderholm, L., Influence of countercation hydration enthalpies on the formation of molecular complexes: A thorium-nitrate example. J. Am. Chem. Soc. 2017, 139 (49), 18003–18008. == Patents == Solvent extraction system for plutonium colloids and other oxide nano-particles, (2016).

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  • Artificial Inventor Project

    Artificial Inventor Project

    The Artificial Inventor Project (AIP) is a global legal initiative headed by Professor Ryan Abbott dedicated to pursuing intellectual property (IP) rights for inventions and creative works generated autonomously by artificial intelligence (AI) systems without traditional human inventorship or authorship. The project coordinates a series of pro bono test cases worldwide, aiming to prompt law reform and public debate on how IP law should accommodate non-human creators. == History == In 2019, AIP filed patent applications in multiple jurisdictions, including the United States, United Kingdom, European Patent Office, Australia, Switzerland, and South Africa, naming the AI system DABUS (Device for the Autonomous Bootstrapping of Unified Sentience), created by Stephen Thaler, as the inventor. The aim was to challenge legal norms that require inventors to be natural persons and highlight pressing policy questions about AI-generated innovation and IP regimes. == Legal proceedings by jurisdiction == === Australia === In July 2021, a Federal Court of Australia judge (Beach J) ruled that AI can be considered an inventor under the Patents Act 1990, ordering IP Australia to reinstate the relevant patent. However, the full court then overturned this ruling on appeal and denied further review. === European Patent Office === The EPO Board of Appeal determined in 2022 that only a human inventor may be named, rendering DABUS‑based applications unacceptable. === South Africa === In 2021, a patent was granted listing DABUS as the inventor. As South Africa’s procedural system does not involve substantive inventorship review, the grant proceeded on formal grounds alone. === Switzerland === On 26 June 2025, the Swiss Federal Administrative Court ruled that artificial intelligence systems such as DABUS cannot be listed as inventors on patent applications. The court upheld the existing practice of the Swiss Federal Institute of Intellectual Property (IPI), affirming that only natural persons may be recognized as inventors under Swiss patent law. === United Kingdom === In December 2023, the UK Supreme Court unanimously held that AI systems cannot be legally recognized as inventors, affirming that "an inventor must be a person" under current British law. === United States === In Thaler v. Hirshfeld (2021), a U.S. federal court agreed with the USPTO that inventors must be natural persons, rejecting the DABUS application and setting a precedent consistent with existing statute and administrative policy. == Criticism and impact == The project has fueled substantial discourse. Critics caution that allowing AI inventorship may complicate notions of accountability and ownership. Proponents argue that legal recognition must evolve to avoid disincentivizing innovation produced by AI and to maintain honesty about the true source of invention.

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  • Hugging Face

    Hugging Face

    Hugging Face, Inc., is an American company based in New York City that develops computation tools for building applications using machine learning. Its transformers library built for natural language processing applications and its platform allow users to share machine learning models and datasets and showcase their work. == History == === Founding === The company was founded in 2016 by French entrepreneurs Clément Delangue, Julien Chaumond, and Thomas Wolf in New York City, originally as a company that developed a chatbot app targeted at teenagers. The company was named after the U+1F917 🤗 HUGGING FACE emoji. After open sourcing the model behind the chatbot, the company pivoted to focus on being a platform for machine learning. === AI boom === On April 28, 2021, the company launched the BigScience Research Workshop in collaboration with several other research groups to release an open large language model. In 2022, the workshop concluded with the announcement of BLOOM, a multilingual large language model with 176 billion parameters. In February 2023, the company announced partnership with Amazon Web Services (AWS) which would allow Hugging Face's products to be available to AWS customers to use them as the building blocks for their custom applications. The company also said the next generation of BLOOM will be run on Trainium, a proprietary machine learning chip created by AWS. In June 2024, the company announced, along with Meta and Scaleway, their launch of a new AI accelerator program for European startups. The initiative aimed to help startups integrate open foundation models into their products, accelerating the EU AI ecosystem. The program, based at STATION F in Paris, ran from September 2024 to February 2025. Selected startups received mentoring, and access to AI models and tools and Scaleway's computing power. On September 23, 2024, to further the International Decade of Indigenous Languages, Hugging Face teamed up with Meta and UNESCO to launch a new online language translator. It was built on Meta's No Language Left Behind open-source AI model, enabling free text translation across 200 languages, including many low-resource languages. In April 2025, Hugging Face announced that they acquired a humanoid robotics startup, Pollen Robotics, based in France and founded by Matthieu Lapeyre and Pierre Rouanet in 2016. In an X tweet, Delangue shared his vision to "make Artificial Intelligence robotics Open Source". === Cyberattacks === In early 2026, hackers hijacked the Hugging Face platform to launch Android-targeted attacks involving "powerful malware" which could completely take over a compromised target.

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  • List of robotics journals

    List of robotics journals

    List of robotics journals includes notable academic and scientific journals that focus on research in the field of robotics and automation. == Journals == Acta Mechanica et Automatica Advanced Robotics Annual Review of Control, Robotics, and Autonomous Systems IEEE Robotics and Automation Letters IEEE Transactions on Robotics IEEE Transactions on Field Robotics The International Journal of Advanced Manufacturing Technology International Journal of Humanoid Robotics International Journal of Robotics Research Journal of Cognitive Engineering and Decision Making Journal of Field Robotics Journal of Intelligent & Robotic Systems Paladyn Robotics and Autonomous Systems Robotics Science Robotics SLAS Technology

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  • Quantum machine learning

    Quantum machine learning

    Quantum machine learning (QML) is the study of quantum algorithms for machine learning. It often refers to quantum algorithms for machine learning tasks which analyze classical data, sometimes called quantum-enhanced machine learning. QML algorithms use qubits and quantum operations to try to improve the space and time complexity of classical machine learning algorithms. Hybrid QML methods involve both classical and quantum processing, where computationally difficult subroutines are outsourced to a quantum device. These routines can be more complex in nature and executed faster on a quantum computer. Furthermore, quantum algorithms can be used to analyze quantum states instead of classical data. The term "quantum machine learning" is sometimes used to refer classical machine learning methods applied to data generated from quantum experiments (i.e. machine learning of quantum systems), such as learning the phase transitions of a quantum system or creating new quantum experiments. QML also extends to a branch of research that explores methodological and structural similarities between certain physical systems and learning systems, in particular neural networks. For example, some mathematical and numerical techniques from quantum physics are applicable to classical deep learning and vice versa. Furthermore, researchers investigate more abstract notions of learning theory with respect to quantum information, sometimes referred to as "quantum learning theory". == Machine learning with quantum computers == Quantum-enhanced machine learning refers to quantum algorithms that solve tasks in machine learning, thereby improving and often expediting classical machine learning techniques. Such algorithms typically require one to encode the given classical data set into a quantum computer to make it accessible for quantum information processing. Subsequently, quantum information processing routines are applied and the result of the quantum computation is read out by measuring the quantum system. For example, the outcome of the measurement of a qubit reveals the result of a binary classification task. While many proposals of QML algorithms are still purely theoretical and require a full-scale universal quantum computer to be tested, others have been implemented on small-scale or special purpose quantum devices. === Quantum associative memories and quantum pattern recognition === Early work on quantum associative memories has been done by Dan Ventura and Tony Martinez and by Carlo A. Trugenberger in the late 1990s and early 2000s. Associative (or content-addressable) memories are able to recognize stored content on the basis of a similarity measure, while random access memories are accessed by the address of stored information and not its content. As such they must be able to retrieve both incomplete and corrupted patterns, the essential machine learning task of pattern recognition. Typical classical associative memories store p patterns in the O ( n 2 ) {\displaystyle O(n^{2})} interactions (synapses) of a real, symmetric energy matrix over a network of n artificial neurons. The encoding is such that the desired patterns are local minima of the energy functional and retrieval is done by minimizing the total energy, starting from an initial configuration. Unfortunately, classical associative memories are severely limited by the phenomenon of cross-talk. When too many patterns are stored, spurious memories appear which quickly proliferate, so that the energy landscape becomes disordered and no retrieval is anymore possible. The number of storable patterns is typically limited by a linear function of the number of neurons, p ≤ O ( n ) {\displaystyle p\leq O(n)} . Quantum associative memories (in their simplest realization) store patterns in a unitary matrix U acting on the Hilbert space of n qubits. Retrieval is realized by the unitary evolution of a fixed initial state to a quantum superposition of the desired patterns with probability distribution peaked on the most similar pattern to an input. By its very quantum nature, the retrieval process is thus probabilistic. Because quantum associative memories are free from cross-talk, however, spurious memories are never generated. Correspondingly, they have a superior capacity than classical ones. The number of parameters in the unitary matrix U is O ( p n ) {\displaystyle O(pn)} . One can thus have efficient, spurious-memory-free quantum associative memories for any polynomial number of patterns. If the matrix U is encoded as a unique operator (as opposed as to a sequence of gates as in the circuit model), e.g. by an optical interferometer, the retrieval becomes efficient even for an exponential number of patterns. === Linear algebra simulation with quantum amplitudes === A number of quantum algorithms for machine learning are based on the idea of amplitude encoding, that is, to associate the amplitudes of a quantum state with the inputs and outputs of computations. Since a state of n {\displaystyle n} qubits is described by 2 n {\displaystyle 2^{n}} complex amplitudes, this information encoding can allow for an exponentially compact representation. Intuitively, this corresponds to associating a discrete probability distribution over binary random variables with a classical vector. The goal of algorithms based on amplitude encoding is to formulate quantum algorithms whose resources grow polynomially in the number of qubits n {\displaystyle n} , which amounts to a logarithmic time complexity in the number of amplitudes and thereby the dimension of the input. Many QML algorithms in this category are based on variations of the quantum algorithm for linear systems of equations (colloquially called HHL, after the paper's authors) which, under specific conditions, performs a matrix inversion using an amount of physical resources growing only logarithmically in the dimensions of the matrix. One of these conditions is that a Hamiltonian which entry-wise corresponds to the matrix can be simulated efficiently, which is known to be possible if the matrix is sparse or low rank. For reference, any known classical algorithm for matrix inversion requires a number of operations that grows more than quadratically in the dimension of the matrix (e.g. O ( n 2.373 ) {\displaystyle O{\mathord {\left(n^{2.373}\right)}}} ), but they are not restricted to sparse matrices. Quantum matrix inversion can be applied to machine learning methods in which the training reduces to solving a linear system of equations, for example in least-squares linear regression, the least-squares version of support vector machines, and Gaussian processes. A crucial bottleneck of methods that simulate linear algebra computations with the amplitudes of quantum states is state preparation, which often requires one to initialise a quantum system in a state whose amplitudes reflect the features of the entire dataset. Although efficient methods for state preparation are known for specific cases, this step easily hides the complexity of the task. === Variational quantum algorithms (VQAs) === In a variational quantum algorithm, a classical computer optimizes the parameters used to prepare a quantum state, while a quantum computer is used to do the actual state preparation and measurement. VQAs are considered promising candidates for noisy intermediate-scale quantum computers. Variational quantum circuits (or parameterized quantum circuits) are a popular class of VQAs where the parameters are those used in a fixed quantum circuit. Researchers have studied VQCs to solve optimization problems and find the ground state energy of complex quantum systems, which were difficult to solve using a classical computer. === Quantum binary classifier === Pattern reorganization is one of the important tasks of machine learning, binary classification is one of the tools or algorithms to find patterns. Binary classification is used in supervised learning and in unsupervised learning. In QML, classical bits are converted to qubits and they are mapped to Hilbert space; complex value data are used in a quantum binary classifier to use the advantage of Hilbert space. By exploiting the quantum mechanic properties such as superposition, entanglement, interference the quantum binary classifier produces the accurate result in short period of time. === Quantum machine learning algorithms based on Grover search === Another approach to improving classical machine learning with quantum information processing uses amplitude amplification methods based on Grover's search algorithm, which has been shown to solve unstructured search problems with a quadratic speedup compared to classical algorithms. These quantum routines can be employed for learning algorithms that translate into an unstructured search task, as can be done, for instance, in the case of the k-medians and the k-nearest neighbors algorithms. Other applications include quadratic speedups in the training of perceptrons. An e

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  • Gibberlink

    Gibberlink

    GibberLink is an acoustic data transmission project, with an open-source client available on GitHub, in which two conversational AI agents switch from speaking to one another in a Human-listenable language (such as English) to their own unique language that consists of a sound-level protocol after confirming they are both AI agents. The project was created by Anton Pidkuiko and Boris Starkov. == Reception == The project won the global top prize at the ElevenLabs Worldwide Hackathon. It has also been cited as raising questions around AI ethics and oversight. On February 23, 2025, a YouTube video of two independent conversational ElevenLabs AI agents being prompted to chat about booking a hotel (one as a caller, one as a receptionist) received coverage for going viral. In this video, both agents are prompted to switch to ggwave data-over-sound protocol when they identify the other side as AI, and keep speaking in English otherwise.

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  • Inception score

    Inception score

    The Inception Score (IS) is an algorithm used to assess the quality of images created by a generative image model such as a generative adversarial network (GAN). The score is calculated based on the output of a separate, pretrained Inception v3 image classification model applied to a sample of (typically around 30,000) images generated by the generative model. The Inception Score is maximized when the following conditions are true: The entropy of the distribution of labels predicted by the Inceptionv3 model for the generated images is minimized. In other words, the classification model confidently predicts a single label for each image. Intuitively, this corresponds to the desideratum of generated images being "sharp" or "distinct". The predictions of the classification model are evenly distributed across all possible labels. This corresponds to the desideratum that the output of the generative model is "diverse". It has been somewhat superseded by the related Fréchet inception distance. While the Inception Score only evaluates the distribution of generated images, the FID compares the distribution of generated images with the distribution of a set of real images ("ground truth"). == Definition == Let there be two spaces, the space of images Ω X {\displaystyle \Omega _{X}} and the space of labels Ω Y {\displaystyle \Omega _{Y}} . The space of labels is finite. Let p g e n {\displaystyle p_{gen}} be a probability distribution over Ω X {\displaystyle \Omega _{X}} that we wish to judge. Let a discriminator be a function of type p d i s : Ω X → M ( Ω Y ) {\displaystyle p_{dis}:\Omega _{X}\to M(\Omega _{Y})} where M ( Ω Y ) {\displaystyle M(\Omega _{Y})} is the set of all probability distributions on Ω Y {\displaystyle \Omega _{Y}} . For any image x {\displaystyle x} , and any label y {\displaystyle y} , let p d i s ( y | x ) {\displaystyle p_{dis}(y|x)} be the probability that image x {\displaystyle x} has label y {\displaystyle y} , according to the discriminator. It is usually implemented as an Inception-v3 network trained on ImageNet. The Inception Score of p g e n {\displaystyle p_{gen}} relative to p d i s {\displaystyle p_{dis}} is I S ( p g e n , p d i s ) := exp ⁡ ( E x ∼ p g e n [ D K L ( p d i s ( ⋅ | x ) ‖ ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x ) ] ) {\displaystyle IS(p_{gen},p_{dis}):=\exp \left(\mathbb {E} _{x\sim p_{gen}}\left[D_{KL}\left(p_{dis}(\cdot |x)\|\int p_{dis}(\cdot |x)p_{gen}(x)dx\right)\right]\right)} Equivalent rewrites include ln ⁡ I S ( p g e n , p d i s ) := E x ∼ p g e n [ D K L ( p d i s ( ⋅ | x ) ‖ E x ∼ p g e n [ p d i s ( ⋅ | x ) ] ) ] {\displaystyle \ln IS(p_{gen},p_{dis}):=\mathbb {E} _{x\sim p_{gen}}\left[D_{KL}\left(p_{dis}(\cdot |x)\|\mathbb {E} _{x\sim p_{gen}}[p_{dis}(\cdot |x)]\right)\right]} ln ⁡ I S ( p g e n , p d i s ) := H [ E x ∼ p g e n [ p d i s ( ⋅ | x ) ] ] − E x ∼ p g e n [ H [ p d i s ( ⋅ | x ) ] ] {\displaystyle \ln IS(p_{gen},p_{dis}):=H[\mathbb {E} _{x\sim p_{gen}}[p_{dis}(\cdot |x)]]-\mathbb {E} _{x\sim p_{gen}}[H[p_{dis}(\cdot |x)]]} ln ⁡ I S {\displaystyle \ln IS} is nonnegative by Jensen's inequality. Pseudocode:INPUT discriminator p d i s {\displaystyle p_{dis}} . INPUT generator g {\displaystyle g} . Sample images x i {\displaystyle x_{i}} from generator. Compute p d i s ( ⋅ | x i ) {\displaystyle p_{dis}(\cdot |x_{i})} , the probability distribution over labels conditional on image x i {\displaystyle x_{i}} . Sum up the results to obtain p ^ {\displaystyle {\hat {p}}} , an empirical estimate of ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x {\displaystyle \int p_{dis}(\cdot |x)p_{gen}(x)dx} . Sample more images x i {\displaystyle x_{i}} from generator, and for each, compute D K L ( p d i s ( ⋅ | x i ) ‖ p ^ ) {\displaystyle D_{KL}\left(p_{dis}(\cdot |x_{i})\|{\hat {p}}\right)} . Average the results, and take its exponential. RETURN the result. === Interpretation === A higher inception score is interpreted as "better", as it means that p g e n {\displaystyle p_{gen}} is a "sharp and distinct" collection of pictures. ln ⁡ I S ( p g e n , p d i s ) ∈ [ 0 , ln ⁡ N ] {\displaystyle \ln IS(p_{gen},p_{dis})\in [0,\ln N]} , where N {\displaystyle N} is the total number of possible labels. ln ⁡ I S ( p g e n , p d i s ) = 0 {\displaystyle \ln IS(p_{gen},p_{dis})=0} iff for almost all x ∼ p g e n {\displaystyle x\sim p_{gen}} p d i s ( ⋅ | x ) = ∫ p d i s ( ⋅ | x ) p g e n ( x ) d x {\displaystyle p_{dis}(\cdot |x)=\int p_{dis}(\cdot |x)p_{gen}(x)dx} That means p g e n {\displaystyle p_{gen}} is completely "indistinct". That is, for any image x {\displaystyle x} sampled from p g e n {\displaystyle p_{gen}} , discriminator returns exactly the same label predictions p d i s ( ⋅ | x ) {\displaystyle p_{dis}(\cdot |x)} . The highest inception score N {\displaystyle N} is achieved if and only if the two conditions are both true: For almost all x ∼ p g e n {\displaystyle x\sim p_{gen}} , the distribution p d i s ( y | x ) {\displaystyle p_{dis}(y|x)} is concentrated on one label. That is, H y [ p d i s ( y | x ) ] = 0 {\displaystyle H_{y}[p_{dis}(y|x)]=0} . That is, every image sampled from p g e n {\displaystyle p_{gen}} is exactly classified by the discriminator. For every label y {\displaystyle y} , the proportion of generated images labelled as y {\displaystyle y} is exactly E x ∼ p g e n [ p d i s ( y | x ) ] = 1 N {\displaystyle \mathbb {E} _{x\sim p_{gen}}[p_{dis}(y|x)]={\frac {1}{N}}} . That is, the generated images are equally distributed over all labels.

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  • TiDB

    TiDB

    TiDB (; "Ti" stands for Titanium) is an open-source NewSQL database that supports Hybrid Transactional and Analytical Processing (HTAP) workloads. Designed to be MySQL compatible, it is developed and supported primarily by PingCAP and licensed under Apache 2.0. It is also available as a paid product. TiDB drew its initial design inspiration from Google's Spanner and F1 papers. == Release history == See all TiDB release notes. On December 19, 2024, TiDB 8.5 GA was released. On May 24, 2024, TiDB 8.1 GA was released. On December 1, 2023, TiDB 7.5 GA was released. On May 31, 2023, TiDB 7.1 GA was released. On April 7, 2022, TiDB 6.0 GA was released. On April 7, 2021 TiDB 5.0 GA was released. On May 28, 2020, TiDB 4.0 GA was released. On June 28, 2019, TiDB 3.0 GA was released. On April 27, 2018, TiDB 2.0 GA was released. On October 16, 2017, TiDB 1.0 GA was released. == Main features == === Horizontal scalability === TiDB can expand both SQL processing and storage capacity by adding new nodes. === MySQL compatibility === TiDB acts like it is a MySQL 8.0 server to applications. A user can continue to use all of the existing MySQL client libraries. Because TiDB's SQL processing layer is built from scratch, it is not a MySQL fork. === Distributed transactions with strong consistency === TiDB internally shards a table into small range-based chunks that are referred to as "Regions". Each Region defaults to approximately 100 MB in size, and TiDB uses a two-phase commit internally to ensure that regions are maintained in a transactionally consistent way. === Cloud native === TiDB is designed to work in the cloud. The storage layer of TiDB, called TiKV, became a Cloud Native Computing Foundation (CNCF) member project in August 2018, as a Sandbox level project, and became an incubation-level hosted project in May 2019. TiKV graduated from CNCF in September 2020. === Real-time HTAP === TiDB can support both online transaction processing (OLTP) and online analytical processing (OLAP) workloads. TiDB has two storage engines: TiKV, a rowstore, and TiFlash, a columnstore. === High availability === TiDB uses the Raft consensus algorithm to ensure that data is available and replicated throughout storage in Raft groups. In the event of failure, a Raft group will automatically elect a new leader for the failed member, and self-heal the TiDB cluster. === Vector Search === TiDB has a vector data type and vector indexes. This allows TiDB to be used as Vector database in AI Retrieval-augmented generation applications. == Deployment methods == === Kubernetes with Operator === TiDB can be deployed in a Kubernetes-enabled cloud environment by using TiDB Operator. An Operator is a method of packaging, deploying, and managing a Kubernetes application. It is designed for running stateful workloads and was first introduced by CoreOS in 2016. TiDB Operator was originally developed by PingCAP and open-sourced in August, 2018. TiDB Operator can be used to deploy TiDB on a laptop, Google Cloud Platform’s Google Kubernetes Engine, and Amazon Web Services’ Elastic Container Service for Kubernetes. === TiUP === TiDB 4.0 introduces TiUP, a cluster operation and maintenance tool. It helps users quickly install and configure a TiDB cluster with a few commands. == Tools == TiDB has a series of open-source tools built around it to help with data replication and migration for existing MySQL and MariaDB users. === TiDB Data Migration (DM) === TiDB Data Migration (DM) is suited for replicating data from already sharded MySQL or MariaDB tables to TiDB. A common use case of DM is to connect MySQL or MariaDB tables to TiDB, treating TiDB almost as a slave, then directly run analytical workloads on this TiDB cluster in near real-time. === Backup & Restore === Backup & Restore (BR) is a distributed backup and restore tool for TiDB cluster data. === Dumpling === Dumpling is a data export tool that exports data stored in TiDB or MySQL. It lets users make logical full backups or full dumps from TiDB or MySQL. === TiDB Lightning === TiDB Lightning is a tool that supports high speed full-import of a large MySQL dump into a new TiDB cluster. This tool is used to populate an initially empty TiDB cluster with much data, in order to speed up testing or production migration. The import speed improvement is achieved by parsing SQL statements into key-value pairs, then directly generate Sorted String Table (SST) files to RocksDB. === TiCDC === TiCDC is a change data capture tool which streams data from TiDB to other systems like Apache Kafka.

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  • Symbol level

    Symbol level

    In knowledge-based systems, agents choose actions based on the principle of rationality to move closer to a desired goal. The agent is able to make decisions based on knowledge it has about the world (see knowledge level). But for the agent to actually change its state, it must use whatever means it has available. This level of description for the agent's behavior is the symbol level. The term was coined by Allen Newell in 1982. For example, in a computer program, the knowledge level consists of the information contained in its data structures that it uses to perform certain actions. The symbol level consists of the program's algorithms, the data structures themselves, and so on.

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  • And–or tree

    And–or tree

    An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunctions of subproblems (or subgoals). == Example == The and–or tree: represents the search space for solving the problem P, using the goal-reduction methods: P if Q and R P if S Q if T Q if U == Definitions == Given an initial problem P0 and set of problem solving methods of the form: P if P1 and … and Pn the associated and–or tree is a set of labelled nodes such that: The root of the tree is a node labelled by P0. For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and ... and Pn, there exists a set of children nodes N1, ..., Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node if there is a method of the form P if nothing (i.e., P is a "fact"). The node is a failure node if there is no method for solving P. If all of the children of a node N, conjoined by the same arc, are success nodes, then the node N is also a success node. Otherwise the node is a failure node. == Search strategies == An and–or tree specifies only the search space for solving a problem. Different search strategies for searching the space are possible. These include searching the tree depth-first, breadth-first, or best-first using some measure of desirability of solutions. The search strategy can be sequential, searching or generating one node at a time, or parallel, searching or generating several nodes in parallel. == Relationship with logic programming == The methods used for generating and–or trees are propositional logic programs (without variables). In the case of logic programs containing variables, the solutions of conjoint sub-problems must be compatible. Subject to this complication, sequential and parallel search strategies for and–or trees provide a computational model for executing logic programs. == Relationship with two-player games == And–or trees can also be used to represent the search spaces for two-person games. The root node of such a tree represents the problem of one of the players winning the game, starting from the initial state of the game. Given a node N, labelled by the problem P of the player winning the game from a particular state of play, there exists a single set of conjoint children nodes, corresponding to all of the opponents responding moves. For each of these children nodes, there exists a set of non-conjoint children nodes, corresponding to all of the player's defending moves. For solving game trees with proof-number search family of algorithms, game trees are to be mapped to and–or trees. MAX-nodes (i.e. maximizing player to move) are represented as OR nodes, MIN-nodes map to AND nodes. The mapping is possible, when the search is done with only a binary goal, which usually is "player to move wins the game".

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  • Pedagogical agent

    Pedagogical agent

    A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion". == History == The history of Pedagogical Agents is closely aligned with the history of computer animation. As computer animation progressed, it was adopted by educators to enhance computerized learning by including a lifelike interface between the program and the learner. The first versions of a pedagogical agent were more cartoon than person, like Microsoft's Clippy which helped users of Microsoft Office load and use the program's features in 1997. However, with developments in computer animation, pedagogical agents can now look lifelike. By 2006 there was a call to develop modular, reusable agents to decrease the time and expertise required to create a pedagogical agent. There was also a call in 2009 to enact agent standards. The standardization and re-usability of pedagogical agents is less of an issue since the decrease in cost and widespread availability of animation tools. Individualized pedagogical agents can be found across disciplines including medicine, math, law, language learning, automotive, and armed forces. They are used in applications directed to every age, from preschool to adult. == Learning theories related to pedagogical agent design == === Distributed cognition theory === Distributed cognition theory is the method in which cognition progresses in the context of collaboration with others. Pedagogical agents can be designed to assist the cognitive transfer to the learner, operating as artifacts or partners with collaborative role in learning. To support the performance of an action by the user, the pedagogical agent can act as a cognitive tool as long as the agent is equipped with the knowledge that the user lacks. The interactions between the user and the pedagogical agent can facilitate a social relationship. The pedagogical agent may fulfill the role of a working partner. === Socio-cultural learning theory === Socio-cultural learning theory is how the user develops when they are involved in learning activities in which there is interaction with other agents. A pedagogical agent can: intervene when the user requests, provide support for tasks that the user cannot address, and potentially extend the learners cognitive reach. Interaction with the pedagogical agent may elicit a variety of emotions from the learner. The learner may become excited, confused, frustrated, and/or discouraged. These emotions affect the learners' motivation. === Extraneous Cognitive Load === Extraneous cognitive load is the extra effort being exerted by an individual's working memory due to the way information is being presented. A pedagogical agent can increase the user's cognitive load by distracting them and becoming the focus of their attention, causing split attention between the instructional material and the agent. Agents can reduce the perceived cognitive load by providing narration and personalization that can also promote a user's interest and motivation. While research on the reduction of cognitive load from pedagogical agents is minimal, more studies have shown that agents do not increase it. == Effectiveness == It has been suggested by researchers that pedagogical agents may take on different roles in the learning environment. Examples of these roles are: supplanting, scaffolding, coaching, testing, or demonstrating or modelling a procedure. A pedagogical agent as a tutor has not been demonstrated to add any benefit to an educational strategy in equivalent lessons with and without a pedagogical agent. According to Richard Mayer, there is some support in research for pedagogical agent increasing learning, but only as a presenter of social cues. A co-learner pedagogical agent is believed to increase the student's self-efficacy. By pointing out important features of instructional content, a pedagogical agent can fulfill the signaling function, which research on multimedia learning has shown to enhance learning. Research has demonstrated that human-human interaction may not be completely replaced by pedagogical agents, but learners may prefer the agents to non-agent multimedia systems. This finding is supported by social agency theory. Much like the varying effectiveness of the pedagogical agent roles in the learning environment, agents that take into account the user's affect have had mixed results. Research has shown pedagogical agents that make use of the users’ affect have been found to increase user knowledge retention, motivation, and perceived self-efficacy. However, with such a broad range of modalities in affective expressions, it is often difficult to utilize them. Additionally, having agents detect a user's affective state with precision remains challenging, as displays of affect are different across individuals. == Design == === Attractiveness === The appearance of a pedagogical agent can be manipulated to meet the learning requirements. The attractiveness of a pedagogical agent can enhance student's learning when the users were the opposite gender of the pedagogical agent. Male students prefer a sexy appearance of a female pedagogical agents and dislike the sexy appearance of male agents. Female students were not attracted by the sexy appearance of either male or female pedagogical agents. === Affective Response === Pedagogical agents have reached a point where they can convey and elicit emotion, but also reason about and respond to it. These agents are often designed to elicit and respond to affective actions from users through various modalities such as speech, facial expressions, and body gestures. They respond to the affective state of the given user, and make use of these modalities using a wide array of sensors incorporated into the design of the agent. Specifically in education and training applications, pedagogical agents are often designed to increasingly recognize when users or learners exhibit frustration, boredom, confusion, and states of flow. The added recognition in these agents is a step toward making them more emotionally intelligent, comforting and motivating the users as they interact. === Digital Representation === The design of a pedagogical agent often begins with its digital representation, whether it will be 2D or 3D and static or animated. Several studies have developed pedagogical agents that were both static and animated, then evaluated the relative benefits. Similar to other design considerations, the improved learning from static or animated agents remains questionable. One study showed that the appearance of an agent portrayed using a static image can impact a user's recall, based on the visual appearance. Other research found results that suggest static agent images improve learning outcomes. However, several other studies found user's learned more when the pedagogical agent was animated rather than static. Recently a meta-analysis of such research found a negligible improvement in learning via pedagogical agents, suggesting more work needs to be done in the area to support any claims.

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  • Image moment

    Image moment

    In image processing, computer vision and related fields, an image moment is a certain particular weighted average (moment) of the image pixels' intensities, or a function of such moments, usually chosen to have some attractive property or interpretation. Image moments are useful to describe objects after segmentation. Simple properties of the image which are found via image moments include area (or total intensity), its centroid, and information about its orientation. == Raw moments == For a 2D continuous function f(x,y) the moment (sometimes called "raw moment") of order (p + q) is defined as M p q = ∫ − ∞ ∞ ∫ − ∞ ∞ x p y q f ( x , y ) d x d y {\displaystyle M_{pq}=\int \limits _{-\infty }^{\infty }\int \limits _{-\infty }^{\infty }x^{p}y^{q}f(x,y)\,dx\,dy} for p,q = 0,1,2,... Adapting this to scalar (grayscale) image with pixel intensities I(x,y), raw image moments Mij are calculated by M i j = ∑ x ∑ y x i y j I ( x , y ) {\displaystyle M_{ij}=\sum _{x}\sum _{y}x^{i}y^{j}I(x,y)\,\!} In some cases, this may be calculated by considering the image as a probability density function, i.e., by dividing the above by ∑ x ∑ y I ( x , y ) {\displaystyle \sum _{x}\sum _{y}I(x,y)\,\!} A uniqueness theorem states that if f(x,y) is piecewise continuous and has nonzero values only in a finite part of the xy plane, moments of all orders exist, and the moment sequence (Mpq) is uniquely determined by f(x,y). Conversely, (Mpq) uniquely determines f(x,y). In practice, the image is summarized with functions of a few lower order moments. === Examples === Simple image properties derived via raw moments include: Area (for binary images) or sum of grey level (for greytone images): M 00 {\displaystyle M_{00}} Centroid: { x ¯ , y ¯ } = { M 10 M 00 , M 01 M 00 } {\displaystyle \{{\bar {x}},\ {\bar {y}}\}=\left\{{\frac {M_{10}}{M_{00}}},{\frac {M_{01}}{M_{00}}}\right\}} == Central moments == Central moments are defined as μ p q = ∫ − ∞ ∞ ∫ − ∞ ∞ ( x − x ¯ ) p ( y − y ¯ ) q f ( x , y ) d x d y {\displaystyle \mu _{pq}=\int \limits _{-\infty }^{\infty }\int \limits _{-\infty }^{\infty }(x-{\bar {x}})^{p}(y-{\bar {y}})^{q}f(x,y)\,dx\,dy} where x ¯ = M 10 M 00 {\displaystyle {\bar {x}}={\frac {M_{10}}{M_{00}}}} and y ¯ = M 01 M 00 {\displaystyle {\bar {y}}={\frac {M_{01}}{M_{00}}}} are the components of the centroid. If ƒ(x, y) is a digital image, then the previous equation becomes μ p q = ∑ x ∑ y ( x − x ¯ ) p ( y − y ¯ ) q f ( x , y ) {\displaystyle \mu _{pq}=\sum _{x}\sum _{y}(x-{\bar {x}})^{p}(y-{\bar {y}})^{q}f(x,y)} The central moments of order up to 3 are: μ 00 = M 00 , μ 01 = 0 , μ 10 = 0 , μ 11 = M 11 − x ¯ M 01 = M 11 − y ¯ M 10 , μ 20 = M 20 − x ¯ M 10 , μ 02 = M 02 − y ¯ M 01 , μ 21 = M 21 − 2 x ¯ M 11 − y ¯ M 20 + 2 x ¯ 2 M 01 , μ 12 = M 12 − 2 y ¯ M 11 − x ¯ M 02 + 2 y ¯ 2 M 10 , μ 30 = M 30 − 3 x ¯ M 20 + 2 x ¯ 2 M 10 , μ 03 = M 03 − 3 y ¯ M 02 + 2 y ¯ 2 M 01 . {\displaystyle {\begin{aligned}\mu _{00}&=M_{00},&\mu _{01}&=0,\\\mu _{10}&=0,&\mu _{11}&=M_{11}-{\bar {x}}M_{01}=M_{11}-{\bar {y}}M_{10},\\\mu _{20}&=M_{20}-{\bar {x}}M_{10},&\mu _{02}&=M_{02}-{\bar {y}}M_{01},\\\mu _{21}&=M_{21}-2{\bar {x}}M_{11}-{\bar {y}}M_{20}+2{\bar {x}}^{2}M_{01},&\mu _{12}&=M_{12}-2{\bar {y}}M_{11}-{\bar {x}}M_{02}+2{\bar {y}}^{2}M_{10},\\\mu _{30}&=M_{30}-3{\bar {x}}M_{20}+2{\bar {x}}^{2}M_{10},&\mu _{03}&=M_{03}-3{\bar {y}}M_{02}+2{\bar {y}}^{2}M_{01}.\end{aligned}}} It can be shown that: μ p q = ∑ m p ∑ n q ( p m ) ( q n ) ( − x ¯ ) ( p − m ) ( − y ¯ ) ( q − n ) M m n {\displaystyle \mu _{pq}=\sum _{m}^{p}\sum _{n}^{q}{p \choose m}{q \choose n}(-{\bar {x}})^{(p-m)}(-{\bar {y}})^{(q-n)}M_{mn}} Central moments are translational invariant. === Examples === Information about image orientation can be derived by first using the second order central moments to construct a covariance matrix. μ 20 ′ = μ 20 / μ 00 = M 20 / M 00 − x ¯ 2 μ 02 ′ = μ 02 / μ 00 = M 02 / M 00 − y ¯ 2 μ 11 ′ = μ 11 / μ 00 = M 11 / M 00 − x ¯ y ¯ {\displaystyle {\begin{aligned}\mu '_{20}&=\mu _{20}/\mu _{00}=M_{20}/M_{00}-{\bar {x}}^{2}\\\mu '_{02}&=\mu _{02}/\mu _{00}=M_{02}/M_{00}-{\bar {y}}^{2}\\\mu '_{11}&=\mu _{11}/\mu _{00}=M_{11}/M_{00}-{\bar {x}}{\bar {y}}\end{aligned}}} The covariance matrix of the image I ( x , y ) {\displaystyle I(x,y)} is now cov ⁡ [ I ( x , y ) ] = [ μ 20 ′ μ 11 ′ μ 11 ′ μ 02 ′ ] . {\displaystyle \operatorname {cov} [I(x,y)]={\begin{bmatrix}\mu '_{20}&\mu '_{11}\\\mu '_{11}&\mu '_{02}\end{bmatrix}}.} The eigenvectors of this matrix correspond to the major and minor axes of the image intensity, so the orientation can thus be extracted from the angle of the eigenvector associated with the largest eigenvalue towards the axis closest to this eigenvector. It can be shown that this angle Θ is given by the following formula: Θ = 1 2 arctan ⁡ ( 2 μ 11 ′ μ 20 ′ − μ 02 ′ ) {\displaystyle \Theta ={\frac {1}{2}}\arctan \left({\frac {2\mu '_{11}}{\mu '_{20}-\mu '_{02}}}\right)} The above formula holds as long as: μ 20 ′ − μ 02 ′ ≠ 0 {\displaystyle \mu '_{20}-\mu '_{02}\neq 0} The eigenvalues of the covariance matrix can easily be shown to be λ i = μ 20 ′ + μ 02 ′ 2 ± 4 μ ′ 11 2 + ( μ ′ 20 − μ ′ 02 ) 2 2 , {\displaystyle \lambda _{i}={\frac {\mu '_{20}+\mu '_{02}}{2}}\pm {\frac {\sqrt {4{\mu '}_{11}^{2}+({\mu '}_{20}-{\mu '}_{02})^{2}}}{2}},} and are proportional to the squared length of the eigenvector axes. The relative difference in magnitude of the eigenvalues are thus an indication of the eccentricity of the image, or how elongated it is. The eccentricity is 1 − λ 2 λ 1 . {\displaystyle {\sqrt {1-{\frac {\lambda _{2}}{\lambda _{1}}}}}.} == Moment invariants == Moments are well-known for their application in image analysis, since they can be used to derive invariants with respect to specific transformation classes. The term invariant moments is often abused in this context. However, while moment invariants are invariants that are formed from moments, the only moments that are invariants themselves are the central moments. Note that the invariants detailed below are exactly invariant only in the continuous domain. In a discrete domain, neither scaling nor rotation are well defined: a discrete image transformed in such a way is generally an approximation, and the transformation is not reversible. These invariants therefore are only approximately invariant when describing a shape in a discrete image. === Translation invariants === The central moments μi j of any order are, by construction, invariant with respect to translations. === Scale invariants === Invariants ηi j with respect to both translation and scale can be constructed from central moments by dividing through a properly scaled zero-th central moment: η i j = μ i j μ 00 ( 1 + i + j 2 ) {\displaystyle \eta _{ij}={\frac {\mu _{ij}}{\mu _{00}^{\left(1+{\frac {i+j}{2}}\right)}}}\,\!} where i + j ≥ 2. Note that translational invariance directly follows by only using central moments. === Rotation invariants === As shown in the work of Hu, invariants with respect to translation, scale, and rotation can be constructed: I 1 = η 20 + η 02 {\displaystyle I_{1}=\eta _{20}+\eta _{02}} I 2 = ( η 20 − η 02 ) 2 + 4 η 11 2 {\displaystyle I_{2}=(\eta _{20}-\eta _{02})^{2}+4\eta _{11}^{2}} I 3 = ( η 30 − 3 η 12 ) 2 + ( 3 η 21 − η 03 ) 2 {\displaystyle I_{3}=(\eta _{30}-3\eta _{12})^{2}+(3\eta _{21}-\eta _{03})^{2}} I 4 = ( η 30 + η 12 ) 2 + ( η 21 + η 03 ) 2 {\displaystyle I_{4}=(\eta _{30}+\eta _{12})^{2}+(\eta _{21}+\eta _{03})^{2}} I 5 = ( η 30 − 3 η 12 ) ( η 30 + η 12 ) [ ( η 30 + η 12 ) 2 − 3 ( η 21 + η 03 ) 2 ] + ( 3 η 21 − η 03 ) ( η 21 + η 03 ) [ 3 ( η 30 + η 12 ) 2 − ( η 21 + η 03 ) 2 ] {\displaystyle I_{5}=(\eta _{30}-3\eta _{12})(\eta _{30}+\eta _{12})[(\eta _{30}+\eta _{12})^{2}-3(\eta _{21}+\eta _{03})^{2}]+(3\eta _{21}-\eta _{03})(\eta _{21}+\eta _{03})[3(\eta _{30}+\eta _{12})^{2}-(\eta _{21}+\eta _{03})^{2}]} I 6 = ( η 20 − η 02 ) [ ( η 30 + η 12 ) 2 − ( η 21 + η 03 ) 2 ] + 4 η 11 ( η 30 + η 12 ) ( η 21 + η 03 ) {\displaystyle I_{6}=(\eta _{20}-\eta _{02})[(\eta _{30}+\eta _{12})^{2}-(\eta _{21}+\eta _{03})^{2}]+4\eta _{11}(\eta _{30}+\eta _{12})(\eta _{21}+\eta _{03})} I 7 = ( 3 η 21 − η 03 ) ( η 30 + η 12 ) [ ( η 30 + η 12 ) 2 − 3 ( η 21 + η 03 ) 2 ] − ( η 30 − 3 η 12 ) ( η 21 + η 03 ) [ 3 ( η 30 + η 12 ) 2 − ( η 21 + η 03 ) 2 ] . {\displaystyle I_{7}=(3\eta _{21}-\eta _{03})(\eta _{30}+\eta _{12})[(\eta _{30}+\eta _{12})^{2}-3(\eta _{21}+\eta _{03})^{2}]-(\eta _{30}-3\eta _{12})(\eta _{21}+\eta _{03})[3(\eta _{30}+\eta _{12})^{2}-(\eta _{21}+\eta _{03})^{2}].} These are well-known as Hu moment invariants. The first one, I1, is analogous to the moment of inertia around the image's centroid, where the pixels' intensities are analogous to physical density. The first six, I1 ... I6, are reflection symmetric, i.e. they are unchanged if the image is changed to a mirror image. The last one, I7, is reflection antisymmetric (changes sign under reflection), which enables it to distinguish mirror images of otherwise identical im

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  • Commonsense knowledge (artificial intelligence)

    Commonsense knowledge (artificial intelligence)

    In artificial intelligence research, commonsense knowledge consists of facts about the everyday world, such as "Lemons are sour" or "Cows say moo", that all humans are expected to know. It is currently an unsolved problem in artificial general intelligence. The first AI program to address common sense knowledge was Advice Taker in 1959 by John McCarthy. Commonsense knowledge can underpin a commonsense reasoning process, to attempt inferences such as "You might bake a cake because you want people to eat the cake." A natural language processing process can be attached to the commonsense knowledge base to allow the knowledge base to attempt to answer questions about the world. Common sense knowledge also helps to solve problems in the face of incomplete information. Using widely held beliefs about everyday objects, or common sense knowledge, AI systems make common sense assumptions or default assumptions about the unknown similar to the way people do. In an AI system or in English, this is expressed as "Normally P holds", "Usually P" or "Typically P so Assume P". For example, if we know the fact "Tweety is a bird", because we know the commonly held belief about birds, "typically birds fly," without knowing anything else about Tweety, we may reasonably assume the fact that "Tweety can fly." As more knowledge of the world is discovered or learned over time, the AI system can revise its assumptions about Tweety using a truth maintenance process. If we later learn that "Tweety is a penguin" then truth maintenance revises this assumption because we also know "penguins do not fly". == Commonsense reasoning == Commonsense reasoning simulates the human ability to use commonsense knowledge to make presumptions about the type and essence of ordinary situations they encounter every day, and to change their "minds" should new information come to light. This includes time, missing or incomplete information and cause and effect. The ability to explain cause and effect is an important aspect of explainable AI. Truth maintenance algorithms automatically provide an explanation facility because they create elaborate records of presumptions. Compared with humans, all existing computer programs that attempt human-level AI perform extremely poorly on modern "commonsense reasoning" benchmark tests such as the Winograd Schema Challenge. The problem of attaining human-level competency at "commonsense knowledge" tasks is considered to probably be "AI complete" (that is, solving it would require the ability to synthesize a fully human-level intelligence), although some oppose this notion and believe compassionate intelligence is also required for human-level AI. Common sense reasoning has been applied successfully in more limited domains such as natural language processing and automated diagnosis or analysis. == Commonsense knowledge base construction == Compiling comprehensive knowledge bases of commonsense assertions (CSKBs) is a long-standing challenge in AI research. From early expert-driven efforts like CYC and WordNet, significant advances were achieved via the crowdsourced OpenMind Commonsense project, which led to the crowdsourced ConceptNet KB. Several approaches have attempted to automate CSKB construction, most notably, via text mining (WebChild, Quasimodo, TransOMCS, Ascent), as well as harvesting these directly from pre-trained language models (AutoTOMIC). These resources are significantly larger than ConceptNet, though the automated construction mostly makes them of moderately lower quality. Challenges also remain on the representation of commonsense knowledge: Most CSKB projects follow a triple data model, which is not necessarily best suited for breaking more complex natural language assertions. A notable exception here is GenericsKB, which applies no further normalization to sentences, but retains them in full. == Applications == Around 2013, MIT researchers developed BullySpace, an extension of the commonsense knowledgebase ConceptNet, to catch taunting social media comments. BullySpace included over 200 semantic assertions based around stereotypes, to help the system infer that comments like "Put on a wig and lipstick and be who you really are" are more likely to be an insult if directed at a boy than a girl. ConceptNet has also been used by chatbots and by computers that compose original fiction. At Lawrence Livermore National Laboratory, common sense knowledge was used in an intelligent software agent to detect violations of a comprehensive nuclear test ban treaty. == Data == As an example, as of 2012 ConceptNet includes these 21 language-independent relations: IsA (An "RV" is a "vehicle" | X is an instance of a Y) UsedFor (a "cake tin" is used for "making cakes" | X is used for the purpose Y) HasA (A "rabbit" has a "tail" | X possesses Y element or feature) CapableOf (a "cook" is capable of "making baked goods" | X is capable of doing Y) Desires (a "child" desires "the aroma of baking" | X has a desire for Y) CreatedBy ("cake" is created by a "baker" | X is created by Y) PartOf (a "knife" is be part of a "knife set" | X is a part of Y) Causes ("Heat" causes "cooking"| X is what causes Y) LocatedNear (the "oven" is located near the "refrigerator" | X is located near Y) AtLocation (Somewhere a "Cook" can be at a "restaurant" | X is at the location of Y) DefinedAs (a "Cupcake" is defined as a "cake" that also has the qualities of being "small", "baked within a wrapper", and "containing only one area of frosting or icing" | X is defined as Y that also has the properties A, B & C) SymbolOf (a "heart" is a symbol of "affection" | X is a symbolic representation of Y) ReceivesAction ("cake" can receive the action of being "eaten" | X is capable of receiving action Y) HasPrerequisite ("baking" has the prerequisite of obtaining the "ingredients" | X cannot do Y unless A does B) MotivatedByGoal ("baking" is motivated by the goal of "consumption"/"eating" | X has the motivation of Y goal) CausesDesire ("baking" makesYou want to "follow recipe" | X causes the desire to do Y) MadeOf ("Cake" is made of "flour"/"eggs"/"sugar"/"oil"/etc | X is made of Y) HasFirstSubevent ("baking" has first subevent "make batter" | To do X the first thing that needs to be done is Y) HasSubevent ("eat" has subevent "swallow" | Doing X will lead to Y event following) HasLastSubevent ("sleeping" has last subevent of "waking" | Doing X ends with the event Y) == Commonsense knowledge bases == Cyc Open Mind Common Sense (data source) and ConceptNet (datastore and NLP engine) Evi Graphiq

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  • AI-complete

    AI-complete

    In the field of artificial intelligence (AI), tasks that are hypothesized to require artificial general intelligence to solve are informally known as AI-complete or AI-hard. Calling a problem AI-complete reflects the belief that it cannot be solved by a simple specific algorithm. Prior to 2013, problems supposed to be AI-complete included computer vision, natural language understanding, and dealing with unexpected circumstances while solving any real-world problem. AI-complete tasks were notably considered useful for distinguishing humans from automated agents, as CAPTCHAs aim to do. == History == The term was coined by Fanya Montalvo by analogy with NP-complete and NP-hard in complexity theory, which formally describes the most famous class of difficult problems. Early uses of the term are in Erik Mueller's 1987 PhD dissertation and in Eric Raymond's 1991 Jargon File. Expert systems, that were popular in the 1980s, were able to solve very simple and/or restricted versions of AI-complete problems, but never in their full generality. When AI researchers attempted to "scale up" their systems to handle more complicated, real-world situations, the programs tended to become excessively brittle without commonsense knowledge or a rudimentary understanding of the situation: they would fail as unexpected circumstances outside of its original problem context would begin to appear. When human beings are dealing with new situations in the world, they are helped by their awareness of the general context: they know what the things around them are, why they are there, what they are likely to do and so on. They can recognize unusual situations and adjust accordingly. Expert systems lacked this adaptability and were brittle when facing new situations. DeepMind published a work in May 2022 in which they trained a single model to do several things at the same time. The model, named Gato, can "play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens." Similarly, some tasks once considered to be AI-complete, like machine translation, are among the capabilities of large language models. == AI-complete problems == AI-complete problems have been hypothesized to include: AI peer review (composite natural language understanding, automated reasoning, automated theorem proving, formalized logic expert system) Bongard problems Computer vision (and subproblems such as object recognition) Natural language understanding (and subproblems such as text mining, machine translation, and word-sense disambiguation) Autonomous driving Dealing with unexpected circumstances while solving any real world problem, whether navigation, planning, or even the kind of reasoning done by expert systems. == Formalization == Computational complexity theory deals with the relative computational difficulty of computable functions. By definition, it does not cover problems whose solution is unknown or has not been characterized formally. Since many AI problems have no formalization yet, conventional complexity theory does not enable a formal definition of AI-completeness. == Research == Roman Yampolskiy suggests that a problem C {\displaystyle C} is AI-Complete if it has two properties: It is in the set of AI problems (Human Oracle-solvable). Any AI problem can be converted into C {\displaystyle C} by some polynomial time algorithm. On the other hand, a problem H {\displaystyle H} is AI-Hard if and only if there is an AI-Complete problem C {\displaystyle C} that is polynomial time Turing-reducible to H {\displaystyle H} . This also gives as a consequence the existence of AI-Easy problems, that are solvable in polynomial time by a deterministic Turing machine with an oracle for some problem. Yampolskiy has also hypothesized that the Turing Test is a defining feature of AI-completeness. Groppe and Jain classify problems which require artificial general intelligence to reach human-level machine performance as AI-complete, while only restricted versions of AI-complete problems can be solved by the current AI systems. For Šekrst, getting a polynomial solution to AI-complete problems would not necessarily be equal to solving the issue of artificial general intelligence, while emphasizing the lack of computational complexity research being the limiting factor towards achieving artificial general intelligence. For Kwee-Bintoro and Velez, solving AI-complete problems would have strong repercussions on society.

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