Deep learning

Deep learning

In machine learning, deep learning (DL) focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and revolves around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, climate science, material inspection and board game programs, where they have produced results comparable to and in some cases surpassing human expert performance. Early forms of neural networks were inspired by information processing and distributed communication nodes in biological systems, particularly the human brain. However, current neural networks do not intend to model the brain function of organisms, and are generally seen as low-quality models for that purpose. == Overview == Most modern deep learning models are based on multi-layered neural networks such as convolutional neural networks and transformers, although they can also include propositional formulas or latent variables organized layer-wise in deep generative models such as the nodes in deep belief networks and deep Boltzmann machines. Fundamentally, deep learning refers to a class of machine learning algorithms in which a hierarchy of layers is used to transform input data into a progressively more abstract and composite representation. For example, in an image recognition model, the raw input may be an image (represented as a tensor of pixels). The first representational layer may attempt to identify basic shapes such as lines and circles, the second layer may compose and encode arrangements of edges, the third layer may encode a nose and eyes, and the fourth layer may recognize that the image contains a face. Importantly, a deep learning process can learn which features to optimally place at which level on its own. Prior to deep learning, machine learning techniques often involved hand-crafted feature engineering to transform the data into a more suitable representation for a classification algorithm to operate on. In the deep learning approach, features are not hand-crafted and the model discovers useful feature representations from the data automatically. This does not eliminate the need for hand-tuning; for example, varying numbers of layers and layer sizes can provide different degrees of abstraction. The word "deep" in "deep learning" refers to the number of layers through which the data is transformed. More precisely, deep learning systems have a substantial credit assignment path (CAP) depth. The CAP is the chain of transformations from input to output. CAPs describe potentially causal connections between input and output. For a feedforward neural network, the depth of the CAPs is that of the network and is the number of hidden layers plus one (as the output layer is also parameterized). For recurrent neural networks, in which a signal may propagate through a layer more than once, the CAP depth is potentially unlimited. No universally agreed-upon threshold of depth divides shallow learning from deep learning, but most researchers agree that deep learning involves CAP depth higher than two. CAP of depth two has been shown to be a universal approximator in the sense that it can emulate any function. Beyond that, more layers do not add to the function approximator ability of the network. Deep models (CAP > two) are able to extract better features than shallow models and hence, extra layers help in learning the features effectively. Deep learning architectures can be constructed with a greedy layer-by-layer method. Deep learning helps to disentangle these abstractions and pick out which features improve performance. Deep learning algorithms can be applied to unsupervised learning tasks. This is an important benefit because unlabeled data is more abundant than labeled data. Examples of deep structures that can be trained in an unsupervised manner are deep belief networks. The term deep learning was introduced to the machine learning community by Rina Dechter in 1986, and to artificial neural networks by Igor Aizenberg and colleagues in 2000, in the context of Boolean threshold neurons. The etymology of the term is more complicated. == Interpretations == Deep neural networks are generally interpreted in terms of the universal approximation theorem or probabilistic inference. The classic universal approximation theorem concerns the capacity of feedforward neural networks with a single hidden layer of finite size to approximate continuous functions. In 1989, the first proof was published by George Cybenko for sigmoid activation functions and was generalised to feed-forward multi-layer architectures in 1991 by Kurt Hornik. Recent work also showed that universal approximation also holds for non-bounded activation functions such as Kunihiko Fukushima's rectified linear unit. The universal approximation theorem for deep neural networks concerns the capacity of networks with bounded width but the depth is allowed to grow. Lu et al. proved that if the width of a deep neural network with ReLU activation is strictly larger than the input dimension, then the network can approximate any Lebesgue integrable function; if the width is smaller or equal to the input dimension, then a deep neural network is not a universal approximator. The probabilistic interpretation derives from the field of machine learning. It features inference, as well as the optimization concepts of training and testing, related to fitting and generalization, respectively. More specifically, the probabilistic interpretation considers the activation nonlinearity as a cumulative distribution function. The probabilistic interpretation led to the introduction of dropout as regularizer in neural networks. The probabilistic interpretation was introduced by researchers including Hopfield, Widrow and Narendra and popularized in surveys such as the one by Bishop. == History == === Before 1980 === There are two types of artificial neural network (ANN): feedforward neural network (FNN) or multilayer perceptron (MLP) and recurrent neural networks (RNN). RNNs have cycles in their connectivity structure, whereas FNNs do not. In the 1920s, Wilhelm Lenz and Ernst Ising created the Ising model which is essentially a non-learning RNN architecture consisting of neuron-like threshold elements. In 1972, Shun'ichi Amari made this architecture adaptive. His learning RNN was republished by John Hopfield in 1982. Other early recurrent neural networks were published by Kaoru Nakano in 1971. Already in 1948, Alan Turing produced work on "Intelligent Machinery" that was not published in his lifetime, containing "ideas related to artificial evolution and learning RNNs". Frank Rosenblatt (1958) proposed the perceptron, an MLP with 3 layers: an input layer, a hidden layer with randomized weights that did not learn, and an output layer. He later published a 1962 book that also introduced variants and computer experiments, including a version with four-layer perceptrons "with adaptive preterminal networks" where the last two layers have learned weights (here he credits H. D. Block and B. W. Knight). The book cites an earlier network by R. D. Joseph (1960) "functionally equivalent to a variation of" this four-layer system (the book mentions Joseph over 30 times). Should Joseph therefore be considered the originator of proper adaptive multilayer perceptrons with learning hidden units? Unfortunately, the learning algorithm was not a functional one, and fell into oblivion. The first working deep learning algorithm was the Group method of data handling, a method to train arbitrarily deep neural networks, published by Alexey Ivakhnenko and Lapa in 1965. They regarded it as a form of polynomial regression, or a generalization of Rosenblatt's perceptron to handle more complex, nonlinear, and hierarchical relationships. A 1971 paper described a deep network with eight layers trained by this method, which is based on layer by layer training through regression analysis. Superfluous hidden units are pruned using a separate validation set. Since the activation functions of the nodes are Kolmogorov-Gabor polynomials, these were also the first deep networks with multiplicative units or "gates". The first deep learning multilayer perceptron trained by stochastic gradient descent was published in 1967 by Shun'ichi

Virtual Woman

Virtual Woman is a software program that has elements of a chatbot, virtual reality, artificial intelligence, a video game, and a virtual human. It claims to be the oldest form of virtual life in existence, as it has been distributed since the late 1980s. Recent releases of the program can update their intelligence by connecting online and downloading newer personalities and histories. == Program play == When Virtual Woman starts, the user is presented with a list of options and then may choose their Virtual Woman's ethnic type, personality, location, clothing, etc. or load a pre-built Virtual Woman from a Digital DNA file. Once the options are determined, the user is presented with a 3-D animated Virtual Woman of their selection and then can engage them in conversation, progressing in a manner similar to that of its predecessor, ELIZA and its successors, the chatbots. In most versions of Virtual Woman, this is done through the keyboard, but some versions also support voice input. == In popular culture == Software sales and usage statistics from private companies are difficult to verify. WinSite, an independent Internet shareware distribution site that does publish public download counts, has for some time now listed some version of Virtual Woman in their top three shareware downloads of all time with well over seven hundred thousand downloads. == Compadre == The group of beta testers and advisers for Virtual Woman are referred to as Compadre and have their own beta testing site and forum. == Criticisms == As Virtual Woman has developed the ability to conduct longer and more realistic interactions, particularly in recent beta releases, criticism has arisen that this may lead some users to social isolation, or to use the program as a substitute for real human interaction. However, these are criticisms that have been leveled at all video games and at the use of the Internet itself. == Release history == Versions of Virtual Woman with rough release dates and PC platforms for which they were designed: Virtual Woman (????) (DOS) Virtual Woman for Windows (1991) (Windows 3.0) Virtual Woman 95 (1995) (Windows 3X, Windows 95) Virtual Woman 98 (1998) (Windows 3X, Windows 95) Virtual Woman 2000 (2000) (Windows 95+) Virtual Woman Millennium (Windows 95, XP) Virtual Woman Net ( Windows XP/Vista specific)

Maritime Informatics

Maritime Informatics is a thematic topic within the broader discipline of informatics. It can be considered as both a field of study and domain of application. As an application domain, it is the outlet of innovations originating from data science and artificial intelligence; as a field of study, it is positioned between computer science and marine engineering. == Beginnings of maritime informatics == As a result of the increasing levels of digitalisation occurring in the maritime sector starting around 2010 and stimulated by the EU-endorsed MonaLisa project for sea traffic management (STM), a number of academics and shipping industry leaders recognised that the maritime transportation sector would benefit from a specific field of study and application to be known as Maritime Informatics - the use of information systems, data sharing and data analytics in the business and operations of maritime transportation. They considered that it would lead to improvements in efficiency, safety, resilience, and ecological sustainability - all of which are currently lacking for many aspects of sea transport. One of the first public airings of the concept of Maritime Informatics was a presentation delivered on 11 September 2014 in Gothenburg, Sweden. A proposal for an inaugural minitrack on Maritime Informatics was accepted for the 2015 Americas Conference on Information Systems in Puerto Rico where three papers were presented. Since then numerous publications has been brought forward captured at www.maritimeinformatics.org and in late 2020 the first reference book on Maritime Informatics was co-written by 81 expert contributors (47 practitioners and 34 researchers) from 20 countries. Most impactful authors and journals in the domain have been documented in a review paper. Dimitrios Zissis, Luca Cazzanti and Leonardo M. Millefiori are the top three authors; top journals and conferences include Ocean Engineering, Proceedings of the 12th ACM International Conference on Distributed and Event-based Systems, Sensors, the international Conference On Engineering, Technology And Innovation, Expert Systems With Applications, IEEE Access, and Journal of Navigation. == Background == The shipping industry has several particular organisational aspects that are recognised and taken into account in maritime informatics: It is predominantly a self-organising ecosystem Many activities are undertaken as part of episodic tight coupling There is a so-called maritime stack There is increasing pressure to balance capital productivity and energy efficiency There is the potential virtuous interplay between different types of systems == Data sharing == Digital data sharing is key to the all-important, arguably fundamental, data analytics aspects of maritime informatics because it opens the way for better access to relevant and reliable data. As in land-based commerce, digital data sharing is a growing phenomenon in maritime operations - though there is a way to go. It is enabling greater transparency for all those involved in the transportation of goods and passengers, not least being the end-customer. This leads to better and more informed decision-making and planning by all those involved. The push for digitalisation and data sharing is being pursued both by governments and the commercial sector. For example, the Member States of the IMO agreed a mandatory requirement for their governments to introduce electronic information exchange between ships and ports as from 8 April 2019. Meanwhile, commercial operators, particularly in the container lines are putting systems in place for sharing data for mutual benefit in their operations. Data sharing is an important aspect of the Port Collaborative Decision Making (PortCDM) and Port Call Optimization initiatives, both of which seek to improve the coordination, synchronization and efficiency of the port call process by enabling a common and shared situational awareness among all those involved. == Standardisation == The availability and sharing of relevant digital data underpins maritime informatics and is key to more effective and efficient coordination and synchronisation in the predominantly self-organising ecosystem that is maritime transportation. For this to occur, a high priority underpinning maritime informatics is the encouragement of standardised digital data exchange and data sharing, leading, in turn, to improvements in shipping analytics. Improved availability of data will support better historical analysis, now-casting and forecasting. The International Maritime Organization (IMO) FAL Committee is taking the lead in ensuring that the common terms used in the various standards being developed or in use in the maritime sector are compatible and therefore interoperable as far as is practicable, by creating and maintaining The IMO Compendium on Facilitation and Electronic Business. The IMO Compendium consists of an IMO Data Set and IMO Reference Data Model agreed by the main organisations involved in the development of standards for the electronic exchange of information related to the FAL Convention: the World Customs Organization (WCO), the United Nations Economic Commission for Europe (UNECE) and the International Organization for Standardization (ISO). There are several other prominent international governmental and non-governmental organisations actively contributing to the ongoing standardisation and harmonisation process including the UN Electronic Data Interchange for Administration, Commerce and Transport (UN EDIFACT), the Digital Container Shipping Association (DCSA), the International Harbour Masters Association (IHMA) and BIMCO - the world's largest direct-membership organisation for shipowners, charterers, shipbrokers and agents.

Run-to-completion scheduling

Run-to-completion scheduling or nonpreemptive scheduling is a scheduling model in which each task runs until it either finishes, or explicitly yields control back to the scheduler. Run-to-completion systems typically have an event queue which is serviced either in strict order of admission by an event loop, or by an admission scheduler which is capable of scheduling events out of order, based on other constraints such as deadlines. Some preemptive multitasking scheduling systems behave as run-to-completion schedulers in regard to scheduling tasks at one particular process priority level, at the same time as those processes still preempt other lower priority tasks and are themselves preempted by higher priority tasks.

Energy informatics

Energy informatics is a research field covering the use of information and communication technology to address energy utilization and management challenges. Methods used for "smart" implementations often combine IoT sensors with artificial intelligence and machine learning. Energy Informatics is founded on flow networks that are the major suppliers and consumers of energy. Their efficiency can be improved by collecting and analyzing information. == Application areas == The field among other consider application areas within: Smart Buildings by developing ICT-centred solutions for improving the energy-efficiency of buildings. Smart Cities by investigating the synergies between demand patterns and supply availability of energy flows in cities and communities to improve energy efficiency, increase integration of renewable sources, and provide resilience towards system faults caused by extreme situations, like hurricanes and flooding. Smart Industries including the development of ICT-centred solutions for improving the energy efficiency and predictability of energy intensive industrial processes, without compromising process and product quality. Smart Energy Networks by developing ICT-centred solutions for coordinating the supply and demand in environmentally sustainable energy networks.

Jaggaer

JAGGAER, formerly SciQuest, is a provider of cloud-based business automation technology for Business Spend Management. Its headquarters is in Durham, North Carolina. == Company history == SciQuest was established in 1995 as a B2B eCommerce exchange.The company went public with an IPO in 1999. In 2001, SciQuest transitioned from a B2B exchange company into eProcurement software and supplier enablement platforms. SciQuest was taken private in 2004 and continued to move into eProcurement, inventory management and accounts payable automation. SciQuest completed an IPO in September 2010, raising approximately $57 million. SciQuest, and its 510 person workforce, was taken private in June 2016 as part of a $509 million acquisition by Accel-KKR, a private equity firm headquartered in Menlo Park, CA. In 2017 SciQuest was rebranded as JAGGAER and announced increased focus on offering a complete, integrated source-to-pay suite. Along with the name change, the company expanded its market focus to manufacturing, healthcare, consumer packaged goods, retail, education, life sciences, logistics and the public sector. JAGGAER acquired the European direct materials procurement specialist Pool4Tool in June 2017 giving it end-to-end direct as well as indirect materials procurement coverage. JAGGAER acquired spend management company BravoSolution in 2017, and entered into a joint venture with United Arab Emirates-based Tejari. In February 2019 JAGGAER launched JAGGAER One, which unifies its full product suite on a single platform. In 2019 the UK-based private equity firm Cinven acquired a majority holding in the company. Jim Bureau was subsequently named JAGGAER's Chief Executive Officer. Bureau left the firm in March 2023, and Andy Hovancik was announced as the company's CEO in June. In 2024, JAGGAER was acquired by Vista Equity Partners, a private equity firm specializing in enterprise software investments. == Current positioning == As of April 2025, JAGGAER positions itself as "an enterprise procurement and supplier collaboration SaaS provider." Its core technology platform, which is called JAGGAER One, serves "direct and indirect procurement with specializations in Higher Education, Discrete and Process Manufacturing, and Public Sector." == Product Categories == The JAGGAER One platform supports the following products: Spend Analytics Category Management Supplier Management Sourcing Contracts eProcurement Invoicing Inventory Management Supply Chain Collaboration Quality Management == Acquisitions == SciQuest acquired the following companies: AECsoft - January 2011. Provider of supplier management and sourcing technology. Upside Software, Inc. - August 2012. Provider of contract lifecycle management (CLM) solutions. Spend Radar, LLC - October 2012, Provider of spend analysis software. CombineNet - September 2013, Provider of advanced sourcing software JAGGAER acquired the following companies: POOL4TOOL - June 2017, Provider of direct sourcing and supply chain management software BravoSolution - December 2017, Provider of global platform spend management solutions

List of algorithms

An algorithm is a fundamental set of rules or defined procedures that are typically designed and used to be a simpler way to solve a specific problem or a broad set of problems. Simply speaking, algorithms define different processes, sets of rules and regulations, or methodologies that are to be followed through in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations. With the increasing automation of services, more and more decisions are being made by algorithms. Some general examples are risk assessments, anticipatory policing, and pattern recognition technology. The following is a list of well-known algorithms. == Automated planning == == Combinatorial algorithms == === General combinatorial algorithms === Brent's algorithm: finds a cycle in function value iterations using only two iterators Floyd's cycle-finding algorithm: finds a cycle in function value iterations Gale–Shapley algorithm: solves the stable matching problem Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ACORN generator Blum Blum Shub Lagged Fibonacci generator Linear congruential generator Mersenne Twister === Graph algorithms === Blossom algorithm: algorithm for constructing maximum-cardinality matching on graphs. Coloring algorithm: algorithms for graph (vertex or edge) coloring (subject to constraints, e.g. proper coloring or list coloring) Hopcroft–Karp algorithm: convert a bipartite graph to a maximum-cardinality matching Hungarian algorithm: algorithm for finding a perfect matching Prüfer coding: conversion between a labeled tree and its Prüfer sequence Tarjan's off-line lowest common ancestors algorithm: computes lowest common ancestors for pairs of nodes in a tree Topological sort: finds linear order of nodes (e.g. jobs) based on their dependencies. ==== Graph drawing ==== Coin graph drawing algorithms for finite connected planar graphs (approximately computing the theoretical circle-packing given by the Koebe-Andreev-Thurston theorem). See also Fáry's theorem on straight-line drawings of planar graphs. Force-based algorithms (also known as force-directed algorithms or spring-based algorithms) Spectral layout ==== Network theory ==== Network analysis Link analysis Girvan–Newman algorithm: detect communities in complex systems Web link analysis Hyperlink-Induced Topic Search (HITS) (also known as Hubs and authorities) PageRank TrustRank Flow networks Dinic's algorithm: is a strongly polynomial algorithm for computing the maximum flow in a flow network. Edmonds–Karp algorithm: implementation of Ford–Fulkerson Ford–Fulkerson algorithm: computes the maximum flow in a graph Karger's algorithm: a Monte Carlo method to compute the minimum cut of a connected graph Push–relabel algorithm: computes a maximum flow in a graph ==== Routing for graphs ==== Edmonds' algorithm (also known as Chu–Liu/Edmonds' algorithm): find maximum or minimum branchings Euclidean minimum spanning tree: algorithms for computing the minimum spanning tree of a set of points in the plane Longest path problem: find a simple path of maximum length in a given graph Minimum spanning tree Borůvka's algorithm Kruskal's algorithm Prim's algorithm Reverse-delete algorithm Nonblocking minimal spanning switch say, for a telephone exchange Shortest path problem Bellman–Ford algorithm: computes shortest paths in a weighted graph (where some of the edge weights may be negative) Dijkstra's algorithm: computes shortest paths in a graph with non-negative edge weights Floyd–Warshall algorithm: solves the all pairs shortest path problem in a weighted, directed graph Johnson's algorithm: all pairs shortest path algorithm in sparse weighted directed graph Transitive closure problem: find the transitive closure of a given binary relation Traveling salesman problem Christofides algorithm Nearest neighbour algorithm Vehicle routing problem Clarke and Wright Saving algorithm Warnsdorff's rule: a heuristic method for solving the Knight's tour problem ==== Graph search ==== A: special case of best-first search that uses heuristics to improve speed B: a best-first graph search algorithm that finds the least-cost path from a given initial node to any goal node (out of one or more possible goals) Backtracking: abandons partial solutions when they are found not to satisfy a complete solution Beam search: is a heuristic search algorithm that is an optimization of best-first search that reduces its memory requirement Beam stack search: integrates backtracking with beam search Best-first search: traverses a graph in the order of likely importance using a priority queue Bidirectional search: find the shortest path from an initial vertex to a goal vertex in a directed graph Breadth-first search: traverses a graph level by level Brute-force search: an exhaustive and reliable search method, but computationally inefficient in many applications D: an incremental heuristic search algorithm Depth-first search: traverses a graph branch by branch Dijkstra's algorithm: a special case of A for which no heuristic function is used General Problem Solver: a seminal theorem-proving algorithm intended to work as a universal problem solver machine. Iterative deepening depth-first search (IDDFS): a state space search strategy Jump point search: an optimization to A which may reduce computation time by an order of magnitude using further heuristics Lexicographic breadth-first search (also known as Lex-BFS): a linear time algorithm for ordering the vertices of a graph SSS: state space search traversing a game tree in a best-first fashion similar to that of the A search algorithm Uniform-cost search: a tree search that finds the lowest-cost route where costs vary ==== Subgraphs ==== Cliques Bron–Kerbosch algorithm: a technique for finding maximal cliques in an undirected graph MaxCliqueDyn maximum clique algorithm: find a maximum clique in an undirected graph Strongly connected components Kosaraju's algorithm Path-based strong component algorithm Tarjan's strongly connected components algorithm Subgraph isomorphism problem === Sequence algorithms === ==== Approximate sequence matching ==== Bitap algorithm: fuzzy algorithm that determines if strings are approximately equal. Phonetic algorithms Daitch–Mokotoff Soundex: a Soundex refinement which allows matching of Slavic and Germanic surnames Double Metaphone: an improvement on Metaphone Match rating approach: a phonetic algorithm developed by Western Airlines Metaphone: an algorithm for indexing words by their sound, when pronounced in English NYSIIS: phonetic algorithm, improves on Soundex Soundex: a phonetic algorithm for indexing names by sound, as pronounced in English String metrics: computes a similarity or dissimilarity (distance) score between two pairs of text strings Damerau–Levenshtein distance: computes a distance measure between two strings, improves on Levenshtein distance Dice's coefficient (also known as the Dice coefficient): a similarity measure related to the Jaccard index Hamming distance: sum number of positions which are different Jaro–Winkler distance: is a measure of similarity between two strings Levenshtein edit distance: computes a metric for the amount of difference between two sequences Trigram search: search for text when the exact syntax or spelling of the target object is not precisely known ==== Selection algorithms ==== Introselect Quickselect ==== Sequence search ==== Linear search: locates an item in an unsorted sequence Selection algorithm: finds the kth largest item in a sequence Sorted lists Binary search algorithm: locates an item in a sorted sequence Eytzinger binary search: cache friendly binary search algorithm Fibonacci search technique: search a sorted sequence using a divide and conquer algorithm that narrows down possible locations with the aid of Fibonacci numbers Jump search (or block search): linear search on a smaller subset of the sequence Predictive search: binary-like search which factors in magnitude of search term versus the high and low values in the search. Sometimes called dictionary search or interpolated search. Uniform binary search: an optimization of the classic binary search algorithm Ternary search: a technique for finding the minimum or maximum of a function that is either strictly increasing and then strictly decreasing or vice versa ==== Sequence merging ==== k-way merge algorithm Simple merge algorithm Union (merge, with elements on the output not repeated) ==== Sequence permutations ==== Fisher–Yates shuffle (also known as the Knuth shuffle): randomly shuffle a finite set Heap's permutation generation algorithm: interchange elements to generate next permutation Schensted algorithm: constructs a pair of Young tableaux from a permutation Steinhaus–Johnson–Trotter algorithm (also known as the Johnson–Trotter algorithm):