Ultra Hal

Ultra Hal

Ultra Hal is a chatbot intended to function as a virtual assistant. It was developed by Zabaware, Inc. Ultra Hal uses a natural language interface with animated characters using speech synthesis. Users can communicate with the chatterbot via typing or via a speech recognition engine. It utilizes the WordNet lexical dictionary. Its name is an allusion to HAL 9000, the artificial intelligence from the movie 2001: A Space Odyssey. Ultra Hal won the 2007 Loebner Prize for "most human" chatterbot.

Artificial intelligence of things

Artificial Intelligence of Things (AIoT) is the combination of artificial intelligence (AI) technologies with the Internet of things (IoT) infrastructure to create systems capable of sensing, learning, and acting on data without continuous human intervention. While IoT focuses on connectivity and sensor data collection, AI enables IoT devices to analyse data in real time and produce actionable outputs, including automated decisions at the edge. == Applications == === Manufacturing and predictive maintenance === Manufacturing accounts for the largest share of AIoT adoption by industry vertical. A common application is predictive maintenance, where sensors measuring vibration, temperature, current draw, and acoustic emissions feed machine learning models trained to detect signatures that precede equipment failure. These systems can flag developing faults weeks or months in advance, and in more advanced deployments can autonomously adjust machine parameters such as motor speed or cooling cycles to delay or prevent failure. === Other industries === In healthcare, AIoT enables remote patient monitoring through wearable devices that collect vital signs and apply AI models to detect anomalies or predict deterioration. In logistics, GPS and telematics sensors combined with AI models support real-time route optimisation, vehicle maintenance prediction, and fuel cost forecasting. Smart building systems use occupancy, temperature, and energy sensors with AI to dynamically adjust HVAC and lighting, reducing energy consumption. == Architecture == AIoT systems typically operate across three layers: a device layer of sensors and actuators that collect data, a connectivity layer that transmits data via protocols such as MQTT or HTTP, and a compute layer where AI models process the data either in the cloud or at the edge. The trend toward edge-based processing, where inference runs on low-cost processors near the data source rather than in a centralised cloud, has accelerated as hardware costs have fallen and applications increasingly require sub-second response times. == Market == Market sizing estimates for AIoT vary significantly depending on scope and definition. Fortune Business Insights valued the AIoT market at USD 35.65 billion in 2023, projecting growth to USD 253.86 billion by 2030 at a compound annual growth rate of 32.4%. Grand View Research estimated the broader market at USD 171.4 billion in 2024 with a CAGR of 31.7% through 2030, reflecting a wider definition that includes AI-integrated hardware components. North America accounted for approximately 40% of global market share in 2024, with the Asia-Pacific region projected as the fastest-growing market.

Collision problem

The r-to-1 collision problem is an important theoretical problem in complexity theory, quantum computing, and computational mathematics. The collision problem most often refers to the 2-to-1 version: given n {\displaystyle n} even and a function f : { 1 , … , n } → { 1 , … , n } {\displaystyle f:\,\{1,\ldots ,n\}\rightarrow \{1,\ldots ,n\}} , we are promised that f is either 1-to-1 or 2-to-1. We are only allowed to make queries about the value of f ( i ) {\displaystyle f(i)} for any i ∈ { 1 , … , n } {\displaystyle i\in \{1,\ldots ,n\}} . The problem then asks how many such queries we need to make to determine with certainty whether f is 1-to-1 or 2-to-1. == Classical solutions == === Deterministic === Solving the 2-to-1 version deterministically requires n 2 + 1 {\textstyle {\frac {n}{2}}+1} queries, and in general distinguishing r-to-1 functions from 1-to-1 functions requires n r + 1 {\textstyle {\frac {n}{r}}+1} queries. This is a straightforward application of the pigeonhole principle: if a function is r-to-1, then after n r + 1 {\textstyle {\frac {n}{r}}+1} queries we are guaranteed to have found a collision. If a function is 1-to-1, then no collision exists. Thus, n r + 1 {\textstyle {\frac {n}{r}}+1} queries suffice. If we are unlucky, then the first n / r {\displaystyle n/r} queries could return distinct answers, so n r + 1 {\textstyle {\frac {n}{r}}+1} queries is also necessary. === Randomized === If we allow randomness, the problem is easier. By the birthday paradox, if we choose (distinct) queries at random, then with high probability we find a collision in any fixed 2-to-1 function after Θ ( n ) {\displaystyle \Theta ({\sqrt {n}})} queries. == Quantum solution == The BHT algorithm, which uses Grover's algorithm, solves this problem optimally by only making O ( n 1 / 3 ) {\displaystyle O(n^{1/3})} queries to f. The matching lower bound of Ω ( n 1 / 3 ) {\displaystyle \Omega (n^{1/3})} was proved by Aaronson and Shi using the polynomial method.

Lai–Robbins lower bound

The Lai–Robbins lower bound gives an asymptotic lower bound on the regret that any uniformly good algorithm must incur in the stochastic multi-armed bandit problem. The original result was proved by Tze Leung Lai and Herbert Robbins in 1985 for parametric exponential families. Later work extended the statement to more general classes of distributions. == Multi-armed bandit problem == The multi-armed bandit problem (MAB) is a sequential game in which the player must trade off exploration (to learn) and exploitation (to earn). The player chooses among K {\displaystyle K} actions (arms) with unknown distributions ν = ( ν 1 , … , ν K ) {\displaystyle \nu =(\nu _{1},\dots ,\nu _{K})} . The player is assumed to know a class of distributions D {\displaystyle {\mathcal {D}}} such that for every k {\displaystyle k} one has ν k ∈ D {\displaystyle \nu _{k}\in {\mathcal {D}}} (for example, D {\displaystyle {\mathcal {D}}} may be the family of Gaussian or Bernoulli distributions). At each round t = 1 , … , T {\displaystyle t=1,\dots ,T} the player selects (pulls) an arm a t {\displaystyle a_{t}} and observes a reward X t ∼ ν a t {\displaystyle X_{t}\sim \nu _{a_{t}}} . We denote N a ( t ) := ∑ s = 1 t 1 { a s = a } {\displaystyle N_{a}(t):=\sum _{s=1}^{t}\mathbf {1} _{\{a_{s}=a\}}} the number of times arm a {\displaystyle a} has been pulled in the first t {\displaystyle t} rounds, μ ( ν ) := ( μ 1 , … , μ K ) {\displaystyle \mu (\nu ):=(\mu _{1},\dots ,\mu _{K})} the vector of arm means, where μ k = E X ∼ ν k [ X ] {\displaystyle \mu _{k}=\mathbb {E} _{X\sim \nu _{k}}[X]} , μ ∗ := max a μ a {\displaystyle \mu ^{}:=\max _{a}\mu _{a}} the highest mean Δ a := μ ∗ − μ a ≥ 0 {\displaystyle \Delta _{a}:=\mu ^{}-\mu _{a}\geq 0} the gap of arm a {\displaystyle a} . An arm a {\displaystyle a} with μ a = μ ∗ {\displaystyle \mu _{a}=\mu ^{}} is called an optimal arm; otherwise it is a suboptimal arm. The goal is to minimize the regret at horizon T {\displaystyle T} , defined by R T := ∑ a = 1 K Δ a E [ N a ( T ) ] . {\displaystyle R_{T}:=\sum _{a=1}^{K}\Delta _{a}\,\mathbb {E} [N_{a}(T)].} Intuitively, the regret is the (expected) total loss compared to always playing an optimal arm: regret = ∑ a ( cost of playing a ) × ( times a is played ) . {\displaystyle {\text{regret}}=\sum _{a}\ ({\text{cost of playing }}a)\times ({\text{times }}a{\text{ is played}}).} An MAB algorithm is a (possibly randomized) policy that, at each round t {\displaystyle t} , choose an arm a_t by using the observations received from previous turns. === Intuitive example === Suppose a farmer must choose, each year, one of K {\displaystyle K} seed varieties to plant. Each variety k {\displaystyle k} has an unknown average yield μ k {\displaystyle \mu _{k}} . If the farmer knew the best variety (with mean μ ∗ {\displaystyle \mu ^{}} ) he would plant it every year; in reality he must try varieties to learn which is best. The cumulative regret after T {\displaystyle T} years measures the total expected loss in yield due to imperfect knowledge. Remarks The model above is the stochastic MAB; there also exist adversarial variants. One may consider a fixed-horizon setting (known T {\displaystyle T} ) or an anytime setting (unknown T {\displaystyle T} ). == Lai–Robbins lower bound == The theorem gives the right amount of time we should pull a suboptimal arm k {\displaystyle k} to distinguish whether we are in the instance with ν k {\displaystyle \nu _{k}} or with ν ~ k {\displaystyle {\tilde {\nu }}_{k}} where ν ~ k {\displaystyle {\tilde {\nu }}_{k}} is such that μ ~ k > μ ∗ {\displaystyle {\tilde {\mu }}_{k}>\mu ^{}} . Knowning a lower bound on the number of pull of every suboptimal arm gives a lower bound on the regret as only suboptimal arms contribute to the regret. Before stating the formal theorem we need to define what is a consistent algorithm. === Consistency (uniformly good algorithms) === Let D {\displaystyle {\mathcal {D}}} be a class of probability distributions and consider K {\displaystyle K} arms with reward distributions ν = ( ν 1 , … , ν K ) ∈ D K {\displaystyle \nu =(\nu _{1},\dots ,\nu _{K})\in {\mathcal {D}}^{K}} . An algorithm is said to be consistent (also called uniformly good) on D K {\displaystyle {\mathcal {D}}^{K}} if, for every instance ν ∈ D K {\displaystyle \nu \in {\mathcal {D}}^{K}} , the expected regret R T ( ν ) {\displaystyle R_{T}(\nu )} grows subpolynomially: ∀ α > 0 , R T ( ν ) = o ( T α ) as T → ∞ {\displaystyle \forall \alpha >0,\qquad R_{T}(\nu )=o(T^{\alpha })\quad {\text{as }}T\to \infty } This assumption excludes algorithms that perform well on some instances but incur linear regret on others. === Formal lower bound === For any suboptimal arm a {\displaystyle a} . For a distribution ν a ∈ D {\displaystyle \nu _{a}\in {\mathcal {D}}} and a threshold x {\displaystyle x} , define K inf ( ν a , x , D ) := inf { KL ⁡ ( ν a , ν ′ ) : ν ′ ∈ D , μ ′ > x } {\displaystyle {\mathcal {K}}_{\inf }(\nu _{a},x,{\mathcal {D}}):=\inf {\Bigl \{}\operatorname {KL} (\nu _{a},\nu '):\nu '\in {\mathcal {D}},\ \mu '>x{\Bigr \}}} where KL ⁡ ( ⋅ , ⋅ ) {\displaystyle \operatorname {KL} (\cdot ,\cdot )} denotes the Kullback-Leibler divergence. Then, for any algorithm consistent on D K {\displaystyle {\mathcal {D}}^{K}} and for every instance ν ∈ D K {\displaystyle \nu \in {\mathcal {D}}^{K}} , every suboptimal arm a {\displaystyle a} satisfies E ν [ N a ( T ) ] ≥ ln ⁡ T K inf ( ν a , μ ∗ , D ) + o ( ln ⁡ T ) {\displaystyle \mathbb {E} _{\nu }[N_{a}(T)]\geq {\frac {\ln T}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}+o(\ln T)} Consequently, the regret satisfies R T ( ν ) ≥ ( ∑ a : μ a < μ ∗ Δ a K inf ( ν a , μ ∗ , D ) ) ln ⁡ T + o ( ln ⁡ T ) {\displaystyle R_{T}(\nu )\geq \left(\sum _{a:\,\mu _{a}<\mu ^{}}{\frac {\Delta _{a}}{{\mathcal {K}}_{\inf }(\nu _{a},\mu ^{},{\mathcal {D}})}}\right)\ln T+o(\ln T)} The original 1985 paper established this result for exponential families; later work showed that the bound holds under much weaker assumptions on D {\displaystyle {\mathcal {D}}} . === Intuition === Consistency imposes that, for every ν {\displaystyle \nu } , the number of pulls of an optimal arm must be large. This means that μ ∗ {\displaystyle \mu ^{}} is estimated very accurately. The goal is to determine, for a suboptimal arm k {\displaystyle k} , how many samples are needed to be confident, with the appropriate level of confidence, that μ k < μ ∗ {\displaystyle \mu _{k}<\mu ^{}} . To do so, we use what is called the most confusing instance: an instance close to ν {\displaystyle \nu } such that arm k {\displaystyle k} is optimal. We define it as ν ~ {\displaystyle {\tilde {\nu }}} such that, for all a ≠ k {\displaystyle a\neq k} , ν ~ a = ν a {\displaystyle {\tilde {\nu }}_{a}=\nu _{a}} , and ν ~ k {\displaystyle {\tilde {\nu }}_{k}} is chosen so that μ ~ k > μ ∗ {\displaystyle {\tilde {\mu }}_{k}>\mu ^{}} . The objective is to determine how many samples of arm k {\displaystyle k} are required to distinguish whether we are in the instance with ν k {\displaystyle \nu _{k}} or with ν ~ k {\displaystyle {\tilde {\nu }}_{k}} in terms of KL {\displaystyle \operatorname {KL} } distance. == Algorithms achieving the Lai–Robbins lower bound == Several algorithms are known to achieve the Lai–Robbins asymptotic lower bound under specific assumptions on the reward distribution class D {\displaystyle {\mathcal {D}}} . The following list summarizes a non-exhaustive list of algorithms matching the lower bound. == Extension to other problems == === Structured bandit === A more complexe is structured bandit where we know that the mean of each arm is in a set with some restriction. In this case we can prove a smaller lower bound that use the knowledge of this set. === Best arm identification (BAI) === A similar result has been proved for best arm identification, which is the same game except that, instead of minimizing the regret, the goal is to identify the best arm with probability 1 − δ {\displaystyle 1-\delta } using as few rounds as possible. === Reinforcement Learning (RL) === Similar results have been proved for regret minimization in average-reward reinforcement learning. The order is also ln ⁡ T {\displaystyle \ln T} , with a constant that depends on the problem.

Computer and information science

Computer and information science (CIS; also known as information and computer science) is a field that emphasizes both computing and informatics, upholding the strong association between the fields of information sciences and computer sciences and treating computers as a tool rather than a field. Information science is one with a long history, unlike the relatively very young field of computer science, and is primarily concerned with gathering, storing, disseminating, sharing and protecting any and all forms of information. It is a broad field, covering a myriad of different areas but is often referenced alongside computer science because of the incredibly useful nature of computers and computer programs in helping those studying and doing research in the field – particularly in helping to analyse data and in spotting patterns too broad for a human to intuitively perceive. While information science is sometimes confused with information theory, the two have vastly different subject matter. Information theory focuses on one particular mathematical concept of information while information science is focused on all aspects of the processes and techniques of information. Computer science, in contrast, is less focused on information and its different states, but more, in a very broad sense, on the use of computers – both in theory and practice – to design and implement algorithms in order to aid the processing of information during the different states described above. It has strong foundations in the field of mathematics, as the very first recognised practitioners of the field were renowned mathematicians such as Alan Turing. Information science and computing began to converge in the 1950s and 1960s, as information scientists started to realize the many ways computers would improve information storage and retrieval. == Terminology == Due to the distinction between computers and computing, some of the research groups refer to computing or datalogy. The French refer to computer science as the term informatique. The term information and communications technology (ICT), refers to how humans communicate with using machines and computers, making a distinction from information and computer science, which is how computers use and gain information. Informatics is also distinct from computer science, which encompasses the study of logic and low-level computing issues. == Education == Universities may confer degrees with a major in computer and information science, not to be confused with a more specific Bachelor of Computer Science or respective graduate computer science degrees. The QS World University Rankings is one of the most widely recognised and distinguished university comparisons. They ranked the top 10 universities for computer science and information systems in 2015. They are: Massachusetts Institute of Technology (MIT) Stanford University University of Oxford Carnegie Mellon University Harvard University University of California, Berkeley (UCB) University of Cambridge The Hong Kong University of Science and Technology Swiss Federal Institute of Technology (ETH Zurich) Princeton University A Computer Information Science degree gives students both network and computing knowledge which is needed to design, develop, and assist information systems which helps to solve business problems and to support business problems and to support business operations and decision making at a managerial level also. == Areas of information and computer science == Due to the nature of this field, many topics are also shared with computer science and information systems. The discipline of Information and Computer Science spans a vast range of areas from basic computer science theory (algorithms and computational logic) to in depth analysis of data manipulation and use within technology. === Programming theory === The process of taking a given algorithm and encoding it into a language that can be understood and executed by a computer. There are many different types of programming languages and various different types of computers, however, they all have the same goal: to turn algorithms into machine code. Popular programming languages used within the academic study of CIS include, but are not limited to: Java, Python, C#, C++, Perl, Ruby, Pascal, Swift, Visual Basic. === Information and information systems === The academic study of software and hardware systems that process large quantities and data, support large scale data management and how data can be used. This is where the field is unique from the standard study of computer science. The area of information systems focuses on the networks of hardware and software that are required to process, manipulate and distribute such data. === Computer systems and organisations === The process of analysing computer architecture and various logic circuits. This involves looking at low level computer processes at bit level computation. This is an in-depth look into the hardware processing of a computational system, involving looking at the basic structure of a computer and designing such systems. This can also involve evaluating complex circuit diagrams, and being able to construct these to solve a main problem. The main purpose behind this area of study is to achieve an understanding of how computers function on a basic level, often through tracing machine operations. === Machines, languages, and computation === This is the study into fundamental computer algorithms, which are the basis to computer programs. Without algorithms, no computer programs would exist. This also involves the process of looking into various mathematical functions behind computational algorithms, basic theory and functional (low level) programming. In an academic setting, this area would introduce the fundamental mathematical theorems and functions behind theoretical computer science which are the building blocks for other areas in the field. Complex topics such as; proofs, algebraic functions and sets will be introduced during studies of CIS. == Developments == Information and computer science is a field that is rapidly developing with job prospects for students being extremely promising with 75.7% of graduates gaining employment. Also the IT industry employs one in twenty of the workforce with it predicted to increase nearly five times faster than the average of the UK and between 2012 and 2017 more than half a million people will be needed within the industry and the fact that nine out of ten tech firms are suffering from candidate shortages which is having a negative impact on their business as it delays the creation and development of new products, and it's predicted in the US that in the next decade there will be more than one million jobs in the technology sector than computer science graduates to fill them. Because of this programming is now being taught at an earlier age with an aim to interest students from a young age into computer and information science hopefully leading more children to study this at a higher level. For example, children in England will now be exposed to computer programming at the age of 5 due to an updated national curriculum. == Employment == Due to the wide variety of jobs that now involve computer and information science related tasks, it is difficult to provide a comprehensive list of possible jobs in this area, but some of the key areas are artificial intelligence, software engineering and computer networking and communication. Work in this area also tends to require sufficient understanding of mathematics and science. Moreover, jobs that having a CIS degree can lead to, include: systems analyst, network administrator, system architect, information systems developer, web programmer, or software developer. The earning potential for CIS graduates is quite promising. A 2013 survey from the National Association of Colleges and Employers (NACE) found that the average starting salary for graduates who earned a degree in a computer related field was $59,977, up 4.3% from the prior year. This is higher than other popular degrees such as business ($54,234), education ($40,480) and math and sciences ($42,724). Furthermore, Payscale ranked 129 college degrees based on their graduates earning potential with engineering, math, science, and technology fields dominating the ranking. With eight computer related degrees appearing among the top 30. With the lowest starting salary for these jobs being $49,900. A Rasmussen College article describes various jobs CIS graduates may obtain with software applications developers at the top making a median income of $98,260. According to the National Careers Service an Information Scientist can expect to earn £24,000+ per year as a starting salary.

Text normalization

Text normalization is the process of transforming text into a single canonical form that it might not have had before. Normalizing text before storing or processing it allows for separation of concerns, since input is guaranteed to be consistent before operations are performed on it. Text normalization requires being aware of what type of text is to be normalized and how it is to be processed afterwards; there is no all-purpose normalization procedure. == Applications == Text normalization is frequently used when converting text to speech. Numbers, dates, acronyms, and abbreviations are non-standard "words" that need to be pronounced differently depending on context. For example: "$200" would be pronounced as "two hundred dollars" in English, but as "lua selau tālā" in Samoan. "vi" could be pronounced as "vie," "vee," or "the sixth" depending on the surrounding words. Text can also be normalized for storing and searching in a database. For instance, if a search for "resume" is to match the word "résumé," then the text would be normalized by removing diacritical marks; and if "john" is to match "John", the text would be converted to a single case. To prepare text for searching, it might also be stemmed (e.g. converting "flew" and "flying" both into "fly"), canonicalized (e.g. consistently using American or British English spelling), or have stop words removed. == Techniques == For simple, context-independent normalization, such as removing non-alphanumeric characters or diacritical marks, regular expressions would suffice. For example, the sed script sed ‑e "s/\s+/ /g" inputfile would normalize runs of whitespace characters into a single space. More complex normalization requires correspondingly complicated algorithms, including domain knowledge of the language and vocabulary being normalized. Among other approaches, text normalization has been modeled as a problem of tokenizing and tagging streams of text and as a special case of machine translation. == Textual scholarship == In the field of textual scholarship and the editing of historic texts, the term "normalization" implies a degree of modernization and standardization – for example in the extension of scribal abbreviations and the transliteration of the archaic glyphs typically found in manuscript and early printed sources. A normalized edition is therefore distinguished from a diplomatic edition (or semi-diplomatic edition), in which some attempt is made to preserve these features. The aim is to strike an appropriate balance between, on the one hand, rigorous fidelity to the source text (including, for example, the preservation of enigmatic and ambiguous elements); and, on the other, producing a new text that will be comprehensible and accessible to the modern reader. The extent of normalization is therefore at the discretion of the editor, and will vary. Some editors, for example, choose to modernize archaic spellings and punctuation, but others do not. An edition of a text might be normalized based on internal criteria, where orthography is standardized according to the language of the original, or external criteria, where the norms of a different time period are applied. For an example of the latter, a published edition of a medieval Icelandic manuscript might be normalized to the conventions of modern Icelandic, or it might be normalized to Classical Old Icelandic. Standards of normalization vary based on language of the edition as well as the specific conventions of the publisher.

Artificial intuition

Artificial intuition is a theoretical capacity of an artificial software to function similarly to human consciousness, specifically in the capacity of human consciousness known as intuition. == Comparison of human and the theoretically artificial == Intuition is the function of the mind, the experience of which, is described as knowledge based on "a hunch", resulting (as the word itself does) from "contemplation" or "insight". Psychologist Jean Piaget showed that intuitive functioning within the normally developing human child at the Intuitive Thought Substage of the preoperational stage occurred at from four to seven years of age. In Carl Jung's concept of synchronicity, the concept of "intuitive intelligence" is described as something like a capacity that transcends ordinary-level functioning to a point where information is understood with a greater depth than is available in more simple rationally-thinking entities. Artificial intuition is theoretically (or otherwise) a sophisticated function of an artifice that is able to interpret data with depth and locate hidden factors functioning in Gestalt psychology, and that intuition in the artificial mind would, in the context described here, be a bottom-up process upon a macroscopic scale identifying something like the archetypal (see τύπος). To create artificial intuition supposes the possibility of the re-creation of a higher functioning of the human mind, with capabilities such as what might be found in semantic memory and learning. The transferral of the functioning of a biological system to synthetic functioning is based upon modeling of functioning from knowledge of cognition and the brain, for instance as applications of models of artificial neural networks from the research done within the discipline of computational neuroscience. == Application software contributing to its development == The notion of a process of a data-interpretative synthesis has already been found in a computational-linguistic software application that has been created for use in an internal security context. The software integrates computed data based specifically on objectives incorporating a paradigm described as "religious intuitive" (hermeneutic), functional to a degree that represents advances upon the performance of generic lexical data mining.