RR Media

RR Media

RR Media was a NASDAQ listed provider of global digital media services to the broadcast industry and content owners. Its services can be divided into four main groups: global content distribution network (satellite, fiber and the internet); content management & playout; sports, news & live events; and online video services. The company was rebranded to RR Media from RRsat in September 2014. In February 2016, it was announced that, subject to regulatory approvals, RR Media was to be acquired by SES, based in Betzdorf, Luxembourg, and merged with SES subsidiary company, SES Platform Services a media services provider for television broadcasters, production companies and platform operators, based in Unterföhring near Munich, Germany. In July 2016, the merged company was named MX1. == Digital media services == Global content distribution services RR Media's global distribution network uses a combination of satellite, fiber and the internet. The network includes satellite downlink and uplink; fiber connectivity to digital media hubs; connectivity to TV service providers; and internet-based content delivery. RR Media's network delivers live television channels, streaming media and Video on demand (VOD) content in all formats including Standard-definition television (SD), High-definition television (HD), 4K resolution (4K) & 3D television (3D). End-to-end content management & playout services RR Media manages, prepares and plays out content from its media centers. Services include: content preparation (digitization, localization, conversion, ingest, multiple formatting, editing, restoration); content management (digital asset management, media ingest and library, streamlined workflows, metadata curation, Video on demand (VOD) delivery) and playout, channel creation, playlist management, advertising insertion/management, graphics, titles & overlay, live events operations). RR Media also creates branded or white label product television channels using live and archived materials. Sports, news & live events RR Media delivers live sports and event content for sports rights holders, broadcasters and news channels. Services include: live production (Outside broadcasting vans, Satellite news gathering (SNG), studios), global live distribution, sports content preparation and content management, playout and origination.RR Media provides downlink, uplink, simultaneous translation, turnaround and live production services for sports events like football, basketball, tennis and golf, news and entertainment channels. Online video services RR Media converts existing and archive content into programs, channels and other digital assets, and converges broadcast and internet delivery. Services include converged media (preparing content for broadcast or online use) Content Management Systems (CMS), VOD services, branded platforms, multi-screen delivery, web video portals and viewer measurement tools (using digital analytics). == Media centers == RR Media's media centers are based in Hawley, PA (USA), Emeq Ha’Ela (Israel) Bucharest (Romania), with another facility opened in London, (UK) in June 2015. An additional facility in Miami, FL United States was announced in April 2016. The centers provide RR Media's services, including content preparation, management, online video, live content and distribution, and 24/7 service and support. == Awards == In November 2014, RR Media won the award for Achievement in Legacy Content at the 2014 TVB Europe awards in London, in recognition for its work with British Pathe and the restoration for YouTube. In February 2014, the World Teleport Association named Avi Cohen, CEO of RR Media (formerly RRsat), as its 2014 Teleport Executive of the Year. In 2009, the World Teleport Association awarded RR Media (then RRsat) the Independent Teleport Operator of the Year award for excellence. == History == RR Media (as RRsat) was established in 1981 as a communications provider. The company was founded by David Rivel, an electronics, computers and communications engineer. Rivel is CEO of the company for 31 years and from 2012 a Member of RR Media's board of directors. Under management of Rivel RRsat Communications Network Ltd. went public on 2006-11-01 - NASDAQ:RRST In 2014, the Company rebranded from RRsat Global Communications Network to RR Media. The rebrand was launched at the International Broadcasting Convention (IBC) Show in Amsterdam. In 2015, RR Media announced its NASDAQ stock ticker symbol change to RRM. == Acquisitions == In April 2015, RR Media acquired Eastern Space Systems (ESS) in Romania, a privately held provider of content management and content distribution services and related consulting services. In June 2015, RR Media acquired Satlink Communications as part of strategy to increase scale and expand its global content distribution network and content management footprint, strengthening its customer mix and leverage media industry expertise.

Scanimate

Scanimate is an analog computer animation (video synthesizer) system created by Lee Harrison III of Denver, Colorado. Harrison had developed its predecessor, ANIMAC, which generated used a motion capture system, based on a body suit with potentiometers. In contrast, Scanimate included TV technology. Scanimate's successor was called Caesar, and used a digital computer to control the analog system. The eight Scanimate systems were used to produce much of the video-based animation seen on television between most of the 1970s and early 1980s in commercials, promotions, and show openings. One of the major advantages the Scanimate system had over film-based animation and computer animation was the ability to create animations in real time. The speed with which animation could be produced on the system because of this, as well as its range of possible effects, helped it to supersede film-based animation techniques for television graphics. By the mid-1980s, it was superseded by digital computer animation, which produced sharper images and more sophisticated 3D imagery. Animations created on Scanimate and similar analog computer animation systems have a number of characteristic features that distinguish them from film-based animation: the motion is extremely fluid, using all 60 fields per second (in NTSC format video) or 50 fields (in PAL format video) rather than the 24 frames per second that film uses; the colors are much brighter and more saturated; and the images have a very "electronic" look that results from the direct manipulation of video signals through which the Scanimate produces the images. == How it works == A special high-resolution (around 945 lines) monochrome camera records high-contrast artwork. The image is then displayed on a high-resolution screen. Unlike a normal monitor, its deflection signals are passed through a special analog computer that enables the operator to bend the image in a variety of ways. The image is then shot from the screen by either a film camera or a video camera. In the case of a video camera, this signal is then fed into a colorizer, a device that takes certain shades of grey and turns it into color as well as transparency. The idea behind this is that the output of the Scanimate itself is always monochrome. Another advantage of the colorizer is that it gives the operator the ability to continuously add layers of graphics. This makes possible the creation of very complex graphics. This is done by using two video recorders. The background is played by one recorder and then recorded by another one. This process is repeated for every layer. This requires very high-quality video recorders (such as both the Ampex VR-2000 or IVC's IVC-9000 of Scanimate's era, the IVC-9000 being used quite frequently for Scanimate composition due to its very high generational quality between re-recordings). == Current usage == Two of the Scanimates are still in use at ZFx studios in Asheville, North Carolina. The original "Black Swan" R&D machine has been updated with more modern power supplies and can produce material in standard or 1080P high definition video. The "white Pearl" machine is the last one produced and is being kept in its original configuration for historical purposes by David Sieg at ZFx inc. The machines are installed in a working production environment with Grass Valley switchers, Kaleidoscope digital video effects systems, and Accom digital disk recorders for layering. == Use in television, music and films == === Music videos === Let's Groove by Earth, Wind & Fire Get Down on It by Kool & the Gang Blame It on the Boogie by The Jacksons Knock on Wood by Amii Stewart Popcorn Love by New Edition === TV programs/movies === === TV channels/home video/TV productions ===

Jackknife variance estimates for random forest

In statistics, jackknife variance estimates for random forest are a way to estimate the variance in random forest models, in order to eliminate the bootstrap effects. == Jackknife variance estimates == The sampling variance of bagged learners is: V ( x ) = V a r [ θ ^ ∞ ( x ) ] {\displaystyle V(x)=Var[{\hat {\theta }}^{\infty }(x)]} Jackknife estimates can be considered to eliminate the bootstrap effects. The jackknife variance estimator is defined as: V ^ j = n − 1 n ∑ i = 1 n ( θ ^ ( − i ) − θ ¯ ) 2 {\displaystyle {\hat {V}}_{j}={\frac {n-1}{n}}\sum _{i=1}^{n}({\hat {\theta }}_{(-i)}-{\overline {\theta }})^{2}} In some classification problems, when random forest is used to fit models, jackknife estimated variance is defined as: V ^ j = n − 1 n ∑ i = 1 n ( t ¯ ( − i ) ⋆ ( x ) − t ¯ ⋆ ( x ) ) 2 {\displaystyle {\hat {V}}_{j}={\frac {n-1}{n}}\sum _{i=1}^{n}({\overline {t}}_{(-i)}^{\star }(x)-{\overline {t}}^{\star }(x))^{2}} Here, t ⋆ {\displaystyle t^{\star }} denotes a decision tree after training, t ( − i ) ⋆ {\displaystyle t_{(-i)}^{\star }} denotes the result based on samples without i t h {\displaystyle ith} observation. == Examples == E-mail spam problem is a common classification problem, in this problem, 57 features are used to classify spam e-mail and non-spam e-mail. Applying IJ-U variance formula to evaluate the accuracy of models with m=15,19 and 57. The results shows in paper( Confidence Intervals for Random Forests: The jackknife and the Infinitesimal Jackknife ) that m = 57 random forest appears to be quite unstable, while predictions made by m=5 random forest appear to be quite stable, this results is corresponding to the evaluation made by error percentage, in which the accuracy of model with m=5 is high and m=57 is low. Here, accuracy is measured by error rate, which is defined as: E r r o r R a t e = 1 N ∑ i = 1 N ∑ j = 1 M y i j , {\displaystyle ErrorRate={\frac {1}{N}}\sum _{i=1}^{N}\sum _{j=1}^{M}y_{ij},} Here N is also the number of samples, M is the number of classes, y i j {\displaystyle y_{ij}} is the indicator function which equals 1 when i t h {\displaystyle ith} observation is in class j, equals 0 when in other classes. No probability is considered here. There is another method which is similar to error rate to measure accuracy: l o g l o s s = 1 N ∑ i = 1 N ∑ j = 1 M y i j l o g ( p i j ) {\displaystyle logloss={\frac {1}{N}}\sum _{i=1}^{N}\sum _{j=1}^{M}y_{ij}log(p_{ij})} Here N is the number of samples, M is the number of classes, y i j {\displaystyle y_{ij}} is the indicator function which equals 1 when i t h {\displaystyle ith} observation is in class j, equals 0 when in other classes. p i j {\displaystyle p_{ij}} is the predicted probability of i t h {\displaystyle ith} observation in class j {\displaystyle j} .This method is used in Kaggle These two methods are very similar. == Modification for bias == When using Monte Carlo MSEs for estimating V I J ∞ {\displaystyle V_{IJ}^{\infty }} and V J ∞ {\displaystyle V_{J}^{\infty }} , a problem about the Monte Carlo bias should be considered, especially when n is large, the bias is getting large: E [ V ^ I J B ] − V ^ I J ∞ ≈ n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle E[{\hat {V}}_{IJ}^{B}]-{\hat {V}}_{IJ}^{\infty }\approx {\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}} To eliminate this influence, bias-corrected modifications are suggested: V ^ I J − U B = V ^ I J B − n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle {\hat {V}}_{IJ-U}^{B}={\hat {V}}_{IJ}^{B}-{\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}} V ^ J − U B = V ^ J B − ( e − 1 ) n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle {\hat {V}}_{J-U}^{B}={\hat {V}}_{J}^{B}-(e-1){\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}}

Nonlinear dimensionality reduction

Nonlinear dimensionality reduction (NLDR), also known as manifold learning, is any of various related techniques that aim to project high-dimensional data, potentially existing across non-linear manifolds which cannot be adequately captured by linear decomposition methods, onto lower-dimensional latent manifolds, with the goal of either visualizing the data in the low-dimensional space, or learning the mapping (either from the high-dimensional space to the low-dimensional embedding or vice versa) itself. The techniques described below can be understood as generalizations of linear decomposition methods used for dimensionality reduction, such as singular value decomposition and principal component analysis. == Applications of NLDR == High dimensional data can be hard for machines to work with, requiring significant time and space for analysis. It also presents a challenge for humans, since it's hard to visualize or understand data in more than three dimensions. Reducing the dimensionality of a data set, while keeping its essential features relatively intact, can make algorithms more efficient and allow analysts to visualize trends and patterns. The reduced-dimensional representations of data are often referred to as "intrinsic variables". This description implies that these are the values from which the data was produced. For example, consider a dataset that contains images of a letter 'A', which has been scaled and rotated by varying amounts. Each image has 32×32 pixels. Each image can be represented as a vector of 1024 pixel values. Each row is a sample on a two-dimensional manifold in 1024-dimensional space (a Hamming space). The intrinsic dimensionality is two, because two variables (rotation and scale) were varied in order to produce the data. Information about the shape or look of a letter 'A' is not part of the intrinsic variables because it is the same in every instance. Nonlinear dimensionality reduction will discard the correlated information (the letter 'A') and recover only the varying information (rotation and scale). By comparison, if principal component analysis, which is a linear dimensionality reduction algorithm, is used to reduce this same dataset into two dimensions, the resulting values are not so well organized. This demonstrates that the high-dimensional vectors (each representing a letter 'A') that sample this manifold vary in a non-linear manner. It should be apparent, therefore, that NLDR has several applications in the field of computer-vision. For example, consider a robot that uses a camera to navigate in a closed static environment. The images obtained by that camera can be considered to be samples on a manifold in high-dimensional space, and the intrinsic variables of that manifold will represent the robot's position and orientation. Invariant manifolds are of general interest for model order reduction in dynamical systems. In particular, if there is an attracting invariant manifold in the phase space, nearby trajectories will converge onto it and stay on it indefinitely, rendering it a candidate for dimensionality reduction of the dynamical system. While such manifolds are not guaranteed to exist in general, the theory of spectral submanifolds (SSM) gives conditions for the existence of unique attracting invariant objects in a broad class of dynamical systems. Active research in NLDR seeks to unfold the observation manifolds associated with dynamical systems to develop modeling techniques. Some of the more prominent nonlinear dimensionality reduction techniques are listed below. == Important concepts == === Sammon's mapping === Sammon's mapping is one of the first and most popular NLDR techniques. === Self-organizing map === The self-organizing map (SOM, also called Kohonen map) and its probabilistic variant generative topographic mapping (GTM) use a point representation in the embedded space to form a latent variable model based on a non-linear mapping from the embedded space to the high-dimensional space. These techniques are related to work on density networks, which also are based around the same probabilistic model. === Kernel principal component analysis === Perhaps the most widely used algorithm for dimensional reduction is kernel PCA. PCA begins by computing the covariance matrix of the m × n {\displaystyle m\times n} matrix X {\displaystyle \mathbf {X} } C = 1 m ∑ i = 1 m x i x i T . {\displaystyle C={\frac {1}{m}}\sum _{i=1}^{m}{\mathbf {x} _{i}\mathbf {x} _{i}^{\mathsf {T}}}.} It then projects the data onto the first k eigenvectors of that matrix. By comparison, KPCA begins by computing the covariance matrix of the data after being transformed into a higher-dimensional space, C = 1 m ∑ i = 1 m Φ ( x i ) Φ ( x i ) T . {\displaystyle C={\frac {1}{m}}\sum _{i=1}^{m}{\Phi (\mathbf {x} _{i})\Phi (\mathbf {x} _{i})^{\mathsf {T}}}.} It then projects the transformed data onto the first k eigenvectors of that matrix, just like PCA. It uses the kernel trick to factor away much of the computation, such that the entire process can be performed without actually computing Φ ( x ) {\displaystyle \Phi (\mathbf {x} )} . Of course Φ {\displaystyle \Phi } must be chosen such that it has a known corresponding kernel. Unfortunately, it is not trivial to find a good kernel for a given problem, so KPCA does not yield good results with some problems when using standard kernels. For example, it is known to perform poorly with these kernels on the Swiss roll manifold. However, one can view certain other methods that perform well in such settings (e.g., Laplacian Eigenmaps, LLE) as special cases of kernel PCA by constructing a data-dependent kernel matrix. KPCA has an internal model, so it can be used to map points onto its embedding that were not available at training time. === Principal curves and manifolds === Principal curves and manifolds give the natural geometric framework for nonlinear dimensionality reduction and extend the geometric interpretation of PCA by explicitly constructing an embedded manifold, and by encoding using standard geometric projection onto the manifold. This approach was originally proposed by Trevor Hastie in his 1984 thesis, which he formally introduced in 1989. This idea has been explored further by many authors. How to define the "simplicity" of the manifold is problem-dependent, however, it is commonly measured by the intrinsic dimensionality and/or the smoothness of the manifold. Usually, the principal manifold is defined as a solution to an optimization problem. The objective function includes a quality of data approximation and some penalty terms for the bending of the manifold. The popular initial approximations are generated by linear PCA and Kohonen's SOM. === Laplacian eigenmaps === Laplacian eigenmaps uses spectral techniques to perform dimensionality reduction. This technique relies on the basic assumption that the data lies in a low-dimensional manifold in a high-dimensional space. This algorithm cannot embed out-of-sample points, but techniques based on Reproducing kernel Hilbert space regularization exist for adding this capability. Such techniques can be applied to other nonlinear dimensionality reduction algorithms as well. Traditional techniques like principal component analysis do not consider the intrinsic geometry of the data. Laplacian eigenmaps builds a graph from neighborhood information of the data set. Each data point serves as a node on the graph and connectivity between nodes is governed by the proximity of neighboring points (using e.g. the k-nearest neighbor algorithm). The graph thus generated can be considered as a discrete approximation of the low-dimensional manifold in the high-dimensional space. Minimization of a cost function based on the graph ensures that points close to each other on the manifold are mapped close to each other in the low-dimensional space, preserving local distances. The eigenfunctions of the Laplace–Beltrami operator on the manifold serve as the embedding dimensions, since under mild conditions this operator has a countable spectrum that is a basis for square integrable functions on the manifold (compare to Fourier series on the unit circle manifold). Attempts to place Laplacian eigenmaps on solid theoretical ground have met with some success, as under certain nonrestrictive assumptions, the graph Laplacian matrix has been shown to converge to the Laplace–Beltrami operator as the number of points goes to infinity. === Isomap === Isomap is a combination of the Floyd–Warshall algorithm with classic Multidimensional Scaling (MDS). Classic MDS takes a matrix of pair-wise distances between all points and computes a position for each point. Isomap assumes that the pair-wise distances are only known between neighboring points, and uses the Floyd–Warshall algorithm to compute the pair-wise distances between all other points. This effectively estimates the full matrix of pair-wise geodesic distances between all of the points. Isomap th

Optical neural network

An optical neural network is a physical implementation of an artificial neural network with optical components. Early optical neural networks used a photorefractive Volume hologram to interconnect arrays of input neurons to arrays of output with synaptic weights in proportion to the multiplexed hologram's strength. Volume holograms were further multiplexed using spectral hole burning to add one dimension of wavelength to space to achieve four dimensional interconnects of two dimensional arrays of neural inputs and outputs. This research led to extensive research on alternative methods using the strength of the optical interconnect for implementing neuronal communications. Some artificial neural networks that have been implemented as optical neural networks include the Hopfield neural network and the Kohonen self-organizing map with liquid crystal spatial light modulators Optical neural networks can also be based on the principles of neuromorphic engineering, creating neuromorphic photonic systems. Typically, these systems encode information in the networks using spikes, mimicking the functionality of spiking neural networks in optical and photonic hardware. Photonic devices that have demonstrated neuromorphic functionalities include (among others) vertical-cavity surface-emitting lasers, integrated photonic modulators, optoelectronic systems based on superconducting Josephson junctions or systems based on resonant tunnelling diodes. == Electrochemical vs. optical neural networks == Biological neural networks function on an electrochemical basis, while optical neural networks use electromagnetic waves. Optical interfaces to biological neural networks can be created with optogenetics, but is not the same as an optical neural networks. In biological neural networks there exist a lot of different mechanisms for dynamically changing the state of the neurons, these include short-term and long-term synaptic plasticity. Synaptic plasticity is among the electrophysiological phenomena used to control the efficiency of synaptic transmission, long-term for learning and memory, and short-term for short transient changes in synaptic transmission efficiency. Implementing this with optical components is difficult, and ideally requires advanced photonic materials. Properties that might be desirable in photonic materials for optical neural networks include the ability to change their efficiency of transmitting light, based on the intensity of incoming light. == Rising Era of Optical Neural Networks == With the increasing significance of computer vision in various domains, the computational cost of these tasks has increased, making it more important to develop the new approaches of the processing acceleration. Optical computing has emerged as a potential alternative to GPU acceleration for modern neural networks, particularly considering the looming obsolescence of Moore's Law. Consequently, optical neural networks have garnered increased attention in the research community. Presently, two primary methods of optical neural computing are under research: silicon photonics-based and free-space optics. Each approach has its benefits and drawbacks; while silicon photonics may offer superior speed, it lacks the massive parallelism that free-space optics can deliver. Given the substantial parallelism capabilities of free-space optics, researchers have focused on taking advantage of it. One implementation, proposed by Lin et al., involves the training and fabrication of phase masks for a handwritten digit classifier. By stacking 3D-printed phase masks, light passing through the fabricated network can be read by a photodetector array of ten detectors, each representing a digit class ranging from 1 to 10. Although this network can achieve terahertz-range classification, it lacks flexibility, as the phase masks are fabricated for a specific task and cannot be retrained. An alternative method for classification in free-space optics, introduced by Cahng et al., employs a 4F system that is based on the convolution theorem to perform convolution operations. This system uses two lenses to execute the Fourier transforms of the convolution operation, enabling passive conversion into the Fourier domain without power consumption or latency. However, the convolution operation kernels in this implementation are also fabricated phase masks, limiting the device's functionality to specific convolutional layers of the network only. In contrast, Li et al. proposed a technique involving kernel tiling to use the parallelism of the 4F system while using a Digital Micromirror Device (DMD) instead of a phase mask. This approach allows users to upload various kernels into the 4F system and execute the entire network's inference on a single device. Unfortunately, modern neural networks are not designed for the 4F systems, as they were primarily developed during the CPU/GPU era. Mostly because they tend to use a lower resolution and a high number of channels in their feature maps. == Other Implementations == In 2007 there was one model of Optical Neural Network: the Programmable Optical Array/Analogic Computer (POAC). It had been implemented in the year 2000 and reported based on modified Joint Fourier Transform Correlator (JTC) and Bacteriorhodopsin (BR) as a holographic optical memory. Full parallelism, large array size and the speed of light are three promises offered by POAC to implement an optical CNN. They had been investigated during the last years with their practical limitations and considerations yielding the design of the first portable POAC version. The practical details – hardware (optical setups) and software (optical templates) – were published. However, POAC is a general purpose and programmable array computer that has a wide range of applications including: image processing pattern recognition target tracking real-time video processing document security optical switching == Progress in the 2020s == Taichi from Tsinghua University in Beijing is a hybrid ONN that combines the power efficiency and parallelism of optical diffraction and the configurability of optical interference. Taichi offers 13.96 million parameters. Taichi avoids the high error rates that afflict deep (multi-layer) networks by combining clusters of fewer-layer diffractive units with arrays of interferometers for reconfigurable computation. Its encoding protocol divides large network models into sub-models that can be distributed across multiple chiplets in parallel. Taichi achieved 91.89% accuracy in tests with the Omniglot database. It was also used to generate music Bach and generate images the styles of Van Gogh and Munch. The developers claimed energy efficiency of up to 160 trillion operations second−1 watt−1 and an area efficiency of 880 trillion multiply-accumulate operations mm−2 or 103 more energy efficient than the NVIDIA H100, and 102 times more energy efficient and 10 times more area efficient than previous ONNs. Time dimension has recently been introduced into diffractive neural network by fs laser lithography of perovskite hydration. The temporal behaviour of the neuron can be modulated by the fs laser at the nanoscale, enabling a programmable holographic neural network with temporal evolution functionality, i.e., the functionality can change with time under the hydration stimuli. An in-memory temporal inference functionality was demonstrated to mimic the function evolution of the human brain, i.e., the functionality can change from simple digit image classification to more complicated digit and clothing product image classification with time. This is the first time of introducing time dimension into the optical neural network, laying a foundation for future brain-like photonic chip development.

Capture the flag (cybersecurity)

In computer security, Capture the Flag (CTF) is an exercise in which participants attempt to find text strings, called "flags", which are secretly hidden in purposefully vulnerable programs or websites. They can be used for both competitive or educational purposes. In two main variations of CTFs, participants either steal flags from other participants (attack/defense-style CTFs) or from organizers (jeopardy-style challenges). A mixed competition combines these two styles. Competitions can include hiding flags in hardware devices, they can be both online or in-person, and can be advanced or entry-level. The game is inspired by the traditional outdoor sport with the same name. CTFs are used as a tool for developing and refining cybersecurity skills, making them popular in both professional and academic settings. == Overview == Capture the Flag (CTF) is a cybersecurity competition that is used to test and develop computer security skills. It was first developed in 1996 at DEF CON, the largest cybersecurity conference in the United States which is hosted annually in Las Vegas, Nevada. The conference hosts a weekend of cybersecurity competitions, including their flagship CTF. Two popular CTF formats are jeopardy and attack-defense. Both formats test participant’s knowledge in cybersecurity, but differ in objective. In the Jeopardy format, participating teams must complete as many challenges of varying point values from a various categories such as cryptography, web exploitation, and reverse engineering. In the attack-defense format, competing teams must defend their vulnerable computer systems while attacking their opponent's systems. The exercise involves a diverse array of tasks, including exploitation and cracking passwords, but there is little evidence showing how these tasks translate into cybersecurity knowledge held by security experts. Recent research has shown that the Capture the Flag tasks mainly covered technical knowledge but lacked social topics like social engineering and awareness on cybersecurity. == Educational applications == CTFs have been shown to be an effective way to improve cybersecurity education through gamification. There are many examples of CTFs designed to teach cybersecurity skills to a wide variety of audiences, including PicoCTF, organized by the Carnegie Mellon CyLab, which is oriented towards high school students, and Arizona State University supported pwn.college. Beyond educational CTF events and resources, CTFs has been shown to be a highly effective way to instill cybersecurity concepts in the classroom. CTFs have been included in undergraduate computer science classes such as Introduction to Information Security at the National University of Singapore. CTFs are also popular in military academies. They are often included as part of the curriculum for cybersecurity courses, with the NSA organized Cyber Exercise culminating in a CTF competition between the US service academies and military colleges. == Competitions == Many CTF organizers register their competition with the CTFtime platform. This allows the tracking of the position of teams over time and across competitions. These include "Plaid Parliament of Pwning", "More Smoked Leet Chicken", "Dragon Sector", "dcua", "Eat, Sleep, Pwn, Repeat", "perfect blue", "organizers" and "Blue Water". Overall the "Plaid Parliament of Pwning" and "Dragon Sector" have both placed first worldwide the most with three times each. === Community competitions === Every year there are dozens of CTFs organized in a variety of formats. Many CTFs are associated with cybersecurity conferences such as DEF CON, various editions of SANS Institute's NetWars, HITCON, and BSides. The DEF CON CTF, an attack-defence CTF, is notable for being one of the oldest CTF competitions to exist, and has been variously referred to as the "World Series", "Superbowl", and "Olympics", of hacking by media outlets. The NYU Tandon hosted Cybersecurity Awareness Worldwide (CSAW) CTF is one of the largest open-entry competitions for students learning cybersecurity from around the world. In 2021, it hosted over 1200 teams during the qualification round. In addition to conference organized CTFs, many CTF clubs and teams organize CTF competitions. Many CTF clubs and teams are associated with universities, such as the CMU associated Plaid Parliament of Pwning, which hosts PlaidCTF, and the ASU associated Shellphish. Some community CTFs are online and open to all participants. The SANS Institute Holiday Hack Challenge and TryHackMe Advent of Cyber. === Government-supported competitions === Governmentally supported CTF competitions include the DARPA Cyber Grand Challenge and ENISA European Cybersecurity Challenge. In 2023, the US Space Force-sponsored Hack-a-Sat CTF competition included, for the first time, a live orbital satellite for participants to exploit. === Corporate-supported competitions === Corporations and other organizations sometimes use CTFs as a training or evaluation exercise, with benefits similar to those in educational settings. In addition to internal CTF exercises, some corporations such as Google and Tencent host publicly accessible CTF competitions. == In popular culture == In Mr. Robot, a qualification round for the DEF CON CTF competition is depicted in the season 3 opener "eps3.0_power-saver-mode.h". The logo for DEF CON can be seen in the background. In The Undeclared War, a CTF is depicted in the opening scene of the series as a recruitment exercise used by GCHQ. Go Go Squid!, a Chinese television series, is based around training for and competing in highly stylized CTF competitions .

Linear genetic programming

"Linear genetic programming" is unrelated to "linear programming". Linear genetic programming (LGP) is a particular method of genetic programming wherein computer programs in a population are represented as a sequence of register-based instructions from an imperative programming language or machine language. The adjective "linear" stems from the fact that each LGP program is a sequence of instructions and the sequence of instructions is normally executed sequentially. Like in other programs, the data flow in LGP can be modeled as a graph that will visualize the potential multiple usage of register contents and the existence of structurally noneffective code (introns) which are two main differences of this genetic representation from the more common tree-based genetic programming (TGP) variant. Like other Genetic Programming methods, Linear genetic programming requires the input of data to run the program population on. Then, the output of the program (its behaviour) is judged against some target behaviour, using a fitness function. However, LGP is generally more efficient than tree genetic programming due to its two main differences mentioned above: Intermediate results (stored in registers) can be reused and a simple intron removal algorithm exists that can be executed to remove all non-effective code prior to programs being run on the intended data. These two differences often result in compact solutions and substantial computational savings compared to the highly constrained data flow in trees and the common method of executing all tree nodes in TGP. Furthermore, LGP naturally has multiple outputs by defining multiple output registers and easily cooperates with control flow operations. Linear genetic programming has been applied in many domains, including system modeling and system control with considerable success. Linear genetic programming should not be confused with linear tree programs in tree genetic programming, program composed of a variable number of unary functions and a single terminal. Note that linear tree GP differs from bit string genetic algorithms since a population may contain programs of different lengths and there may be more than two types of functions or more than two types of terminals. == Examples of LGP programs == Because LGP programs are basically represented by a linear sequence of instructions, they are simpler to read and to operate on than their tree-based counterparts. For example, a simple program written to solve a Boolean function problem with 3 inputs (in R1, R2, R3) and one output (in R0), could read like this: R1, R2, R3 have to be declared as input (read-only) registers, while R0 and R4 are declared as calculation (read-write) registers. This program is very simple, having just 5 instructions. But mutation and crossover operators could work to increase the length of the program, as well as the content of each of its instructions. Note that one instruction is non-effective or an intron (marked), since it does not impact the output register R0. Recognition of those instructions is the basis for the intron removal algorithm which is used analyze code prior to execution. Technically, this happens by copying an individual and then run the intron removal once. The copy with removed introns is then executed as many times as dictated by the number of training cases. Notably, the original individual is left intact, so as to continue participating in the evolutionary process. It is only the copy that is executed that is compressed by removing these "structural" introns. Another simple program, this one written in the LGP language Slash/A looks like a series of instructions separated by a slash: By representing such code in bytecode format, i.e. as an array of bytes each representing a different instruction, one can make mutation operations simply by changing an element of such an array.