Grammar induction

Grammar induction

Grammar induction (or grammatical inference) is the process in machine learning of learning a formal grammar (usually as a collection of re-write rules or productions or alternatively as a finite-state machine or automaton of some kind) from a set of observations, thus constructing a model which accounts for the characteristics of the observed objects. More generally, grammatical inference is that branch of machine learning where the instance space consists of discrete combinatorial objects such as strings, trees and graphs. == Grammar classes == Grammatical inference has often been very focused on the problem of learning finite-state machines of various types (see the article Induction of regular languages for details on these approaches), since there have been efficient algorithms for this problem since the 1980s. Since the beginning of the century, these approaches have been extended to the problem of inference of context-free grammars and richer formalisms, such as multiple context-free grammars and parallel multiple context-free grammars. Other classes of grammars for which grammatical inference has been studied are combinatory categorial grammars, stochastic context-free grammars, contextual grammars and pattern languages. == Learning models == The simplest form of learning is where the learning algorithm merely receives a set of examples drawn from the language in question: the aim is to learn the language from examples of it (and, rarely, from counter-examples, that is, example that do not belong to the language). However, other learning models have been studied. One frequently studied alternative is the case where the learner can ask membership queries as in the exact query learning model or minimally adequate teacher model introduced by Angluin. == Methodologies == There is a wide variety of methods for grammatical inference. Two of the classic sources are Fu (1977) and Fu (1982). Duda, Hart & Stork (2001) also devote a brief section to the problem, and cite a number of references. The basic trial-and-error method they present is discussed below. For approaches to infer subclasses of regular languages in particular, see Induction of regular languages. A more recent textbook is de la Higuera (2010), which covers the theory of grammatical inference of regular languages and finite state automata. D'Ulizia, Ferri and Grifoni provide a survey that explores grammatical inference methods for natural languages. === Induction of probabilistic grammars === There are several methods for induction of probabilistic context-free grammars. === Grammatical inference by trial-and-error === The method proposed in Section 8.7 of Duda, Hart & Stork (2001) suggests successively guessing grammar rules (productions) and testing them against positive and negative observations. The rule set is expanded so as to be able to generate each positive example, but if a given rule set also generates a negative example, it must be discarded. This particular approach can be characterized as "hypothesis testing" and bears some similarity to Mitchel's version space algorithm. The Duda, Hart & Stork (2001) text provide a simple example which nicely illustrates the process, but the feasibility of such an unguided trial-and-error approach for more substantial problems is dubious. === Grammatical inference by genetic algorithms === Grammatical induction using evolutionary algorithms is the process of evolving a representation of the grammar of a target language through some evolutionary process. Formal grammars can easily be represented as tree structures of production rules that can be subjected to evolutionary operators. Algorithms of this sort stem from the genetic programming paradigm pioneered by John Koza. Other early work on simple formal languages used the binary string representation of genetic algorithms, but the inherently hierarchical structure of grammars couched in the EBNF language made trees a more flexible approach. Koza represented Lisp programs as trees. He was able to find analogues to the genetic operators within the standard set of tree operators. For example, swapping sub-trees is equivalent to the corresponding process of genetic crossover, where sub-strings of a genetic code are transplanted into an individual of the next generation. Fitness is measured by scoring the output from the functions of the Lisp code. Similar analogues between the tree structured lisp representation and the representation of grammars as trees, made the application of genetic programming techniques possible for grammar induction. In the case of grammar induction, the transplantation of sub-trees corresponds to the swapping of production rules that enable the parsing of phrases from some language. The fitness operator for the grammar is based upon some measure of how well it performed in parsing some group of sentences from the target language. In a tree representation of a grammar, a terminal symbol of a production rule corresponds to a leaf node of the tree. Its parent nodes corresponds to a non-terminal symbol (e.g. a noun phrase or a verb phrase) in the rule set. Ultimately, the root node might correspond to a sentence non-terminal. === Grammatical inference by greedy algorithms === Like all greedy algorithms, greedy grammar inference algorithms make, in iterative manner, decisions that seem to be the best at that stage. The decisions made usually deal with things like the creation of new rules, the removal of existing rules, the choice of a rule to be applied or the merging of some existing rules. Because there are several ways to define 'the stage' and 'the best', there are also several greedy grammar inference algorithms. These context-free grammar generating algorithms make the decision after every read symbol: Lempel-Ziv-Welch algorithm creates a context-free grammar in a deterministic way such that it is necessary to store only the start rule of the generated grammar. Sequitur and its modifications. These context-free grammar generating algorithms first read the whole given symbol-sequence and then start to make decisions: Byte pair encoding and its optimizations. === Distributional learning === A more recent approach is based on distributional learning. Algorithms using these approaches have been applied to learning context-free grammars and mildly context-sensitive languages and have been proven to be correct and efficient for large subclasses of these grammars. === Learning of pattern languages === Angluin defines a pattern to be "a string of constant symbols from Σ and variable symbols from a disjoint set". The language of such a pattern is the set of all its nonempty ground instances i.e. all strings resulting from consistent replacement of its variable symbols by nonempty strings of constant symbols. A pattern is called descriptive for a finite input set of strings if its language is minimal (with respect to set inclusion) among all pattern languages subsuming the input set. Angluin gives a polynomial algorithm to compute, for a given input string set, all descriptive patterns in one variable x. To this end, she builds an automaton representing all possibly relevant patterns; using sophisticated arguments about word lengths, which rely on x being the only variable, the state count can be drastically reduced. Erlebach et al. give a more efficient version of Angluin's pattern learning algorithm, as well as a parallelized version. Arimura et al. show that a language class obtained from limited unions of patterns can be learned in polynomial time. === Pattern theory === Pattern theory, formulated by Ulf Grenander, is a mathematical formalism to describe knowledge of the world as patterns. It differs from other approaches to artificial intelligence in that it does not begin by prescribing algorithms and machinery to recognize and classify patterns; rather, it prescribes a vocabulary to articulate and recast the pattern concepts in precise language. In addition to the new algebraic vocabulary, its statistical approach was novel in its aim to: Identify the hidden variables of a data set using real world data rather than artificial stimuli, which was commonplace at the time. Formulate prior distributions for hidden variables and models for the observed variables that form the vertices of a Gibbs-like graph. Study the randomness and variability of these graphs. Create the basic classes of stochastic models applied by listing the deformations of the patterns. Synthesize (sample) from the models, not just analyze signals with it. Broad in its mathematical coverage, pattern theory spans algebra and statistics, as well as local topological and global entropic properties. == Applications == The principle of grammar induction has been applied to other aspects of natural language processing, and has been applied (among many other problems) to semantic parsing, natural language understanding, example-based translation, language acquisition, grammar-based compre

TIMIT

TIMIT is a corpus of phonemically and lexically transcribed speech of American English speakers of different sexes and dialects. Each transcribed element has been delineated in time. TIMIT was designed to further acoustic-phonetic knowledge and automatic speech recognition systems. It was commissioned by DARPA and corpus design was a joint effort between the Massachusetts Institute of Technology, SRI International, and Texas Instruments (TI). The speech was recorded at TI, transcribed at MIT, and verified and prepared for publishing by the National Institute of Standards and Technology (NIST). There is also a telephone bandwidth version called NTIMIT (Network TIMIT). TIMIT and NTIMIT are not freely available — either membership of the Linguistic Data Consortium, or a monetary payment, is required for access to the dataset. == Data == TIMIT contains ~5 hours of speech, of 10 sentences spoken by each of 630 speakers. The sentences were randomly sampled from a corpus of 2342 sentences. The speakers were native speakers of American English, classified under 8 major dialect regions: New England, Northern, North Midland, South Midland, Southern, New York City, Western, Army Brat (moved around). The speakers were 70% male and 30% female. Recordings were made in a noise-isolated recording booth at Texas Instrument, using a semi-automatic computer system (STEROIDS) to control the presentation of prompts to the speaker and the recording. Two-channel recordings were made using a Sennheiser HMD 414 headset-mounted microphone and a Brüel & Kjær 1/2" far-field pressure microphone (#4165). The speech was digitized at a sample rate of 20 kHz then and downsampled to 16 kHz. == History == The TIMIT telephone corpus was an early attempt to create a database with speech samples. It was published in the year 1988 on CD-ROM and consists of only 10 sentences per speaker. Two 'dialect' sentences were read by each speaker, as well as another 8 sentences selected from a larger set Each sentence averages 3 seconds long and is spoken by 630 different speakers. It was the first notable attempt in creating and distributing a speech corpus and the overall project has produced costs of 1.5 million US$. An update was released in October 1990. It included full 630-speaker corpus; checked and corrected transcriptions; word-alignment transcriptions; NIST SPHERE-headered waveform files and header manipulation software; phonemic dictionary; new test and training subsets balanced for dialectal and phonetic coverage; more extensive documentation. The full name of the project is DARPA-TIMIT Acoustic-Phonetic Continuous Speech Corpus and the acronym TIMIT stands for Texas Instruments/Massachusetts Institute of Technology. The main reason why a corpus of telephone speech was created was to train speech recognition software. In the Blizzard challenge, different software has the obligation to convert audio recordings into textual data and the TIMIT corpus was used as a standardized baseline.

Color reproduction

Color reproduction is an aspect of color science concerned with producing light spectra that evoke a desired color, either through additive (light emitting) or subtractive (surface color) models. It converts physical correlates of color perception (CIE 1931 XYZ color space tristimulus values and related quantities) into light spectra that can be experienced by observers. In this way, it is the opposite of colorimetry. It is concerned with the faithful reproduction of a color in one medium, with a color in another, so it is a central concept in color management and relies heavily on color calibration. For example, food packaging must be able to faithfully reproduce the colors of the foods therein in order to appeal to a customer. This involves proper color calibration of at least four devices: Lighting, which must have a high color rendering index and not give a color cast to the object. Camera, which measures the reflected spectrum of the object and converts to a trichromatic color space (e.g. RGB). Screen, which reproduces color so a designer can proof the captured image and make color corrections as necessary. Printer, which reproduces the final color on paper.

Color image pipeline

An image pipeline or video pipeline is the set of components commonly used between an image source (such as a camera, a scanner, or the rendering engine in a computer game), and an image renderer (such as a television set, a computer screen, a computer printer or cinema screen), or for performing any intermediate digital image processing consisting of two or more separate processing blocks. An image/video pipeline may be implemented as computer software, in a digital signal processor, on an FPGA, or as fixed-function ASIC. In addition, analog circuits can be used to do many of the same functions. Typical components include image sensor corrections (including debayering or applying a Bayer filter), noise reduction, image scaling, gamma correction, image enhancement, colorspace conversion (between formats such as RGB, YUV or YCbCr), chroma subsampling, framerate conversion, image compression/video compression (such as JPEG), and computer data storage/data transmission. Typical goals of an imaging pipeline may be perceptually pleasing end-results, colorimetric precision, a high degree of flexibility, low cost/low CPU utilization/long battery life, or reduction in bandwidth/file size. Some functions may be algorithmically linear. Mathematically, those elements can be connected in any order without changing the end-result. As digital computers use a finite approximation to numerical computing, this is in practice not true. Other elements may be non-linear or time-variant. For both cases, there is often one or a few sequences of components that makes sense for optimum precision and minimum hardware-cost/CPU-load.

Google Messages

Google Messages (formerly known as Messenger, Android Messages, and Messages by Google) is a text messaging software application developed by Google for its Android and Wear OS mobile operating systems. It is also available as a web app. Google's official universal messaging platform for the Android ecosystem, Messages employs SMS, MMS, and Rich Communication Services (RCS). Starting in 2023, Google has RCS activated by default on participating Android devices, similar to the implementation of iMessage on Apple devices. Samsung Messages will be discontinued on July 6th 2026, with Samsung transitioning users to Google Messages as the default messaging application. == History == The original code for Android SMS messaging was released in 2009 integrated into the operating system. It was released as a standalone application independent of Android with the release of Android 5.0 Lollipop in 2014, replacing Google Hangouts as the default SMS app on Google's Nexus line of phones. In 2018, Messages adopted RCS messages and evolved to send larger data files, sync with other apps, and even create mass messages. This was in preparation for when Google launched Messages for web. In December 2019, Google began to introduce support for Rich Communication Services (RCS) messaging via an RCS service hosted by Google, referred to in the user interface as "chat features". This was followed by a wider global rollout throughout 2020. The app surpassed 1 billion installs in April 2020, doubling its number of installs in less than a year. Initially, RCS did not support end-to-end encryption. In June 2021, Google introduced end-to-end encryption in Messages by default using the Signal Protocol, for all one-to-one RCS-based conversations, for all RCS group chats in December 2022 for beta users, and for all RCS users by August 2023, as well as enabling RCS for all users by default to encourage encryption. In July 2023, Google announced it would build the Message Layer Security (MLS) end-to-end encryption protocol into Google Messages. Beginning with the Samsung Galaxy S21, Messages replaces Samsung's in-house Messages app as the default text messaging app for One UI for some regions and carriers. In April 2021, the app began to receive UI modifications on Samsung devices to follow aspects of One UI, including pushing the top of the message list towards the middle of the screen to improve ergonomics. In February 2023, Google began to replace references to "chat features" in the Messages user interface with "RCS". In August 2023, Google announced that Messages will use RCS by default for all users unless they opt out, to allow them to benefit from secure messaging. In December 2023, with the arrival of several new features, the app was renamed "Google Messages". In July 2024, Samsung announced it would no longer pre-install Samsung Messages on its Galaxy devices in some regions, starting with the Galaxy Z Fold 6 and Flip, favoring Google Messages instead. In April 2026, Samsung announced that Samsung Messages would be discontinued in July 2026. It encouraged users to switch to Google Messages. == Features == Some of the most important features in Google Messages are: Send instant text and voice messages in 1:1 or group chat conversations over mobile data and Wi-Fi, via Android, Wear OS or the web. End-to-end encryption for RCS chats. Typing, sent, delivered and read status Reply and react to specific messages Share files and high-resolution photos Voice message transcriptions Schedule messages In-app reminders for birthdays and messages you didn't respond to after some time with Nudges Tight integration with the Google ecosystem, e.g. Google Calendar, Meet, Maps, YouTube, Photos, Contacts, Assistant, Search, Safe Browsing etc. Web interface: Users can visit https://messages.google.com/web and either sign in with their Google account or scan the QR code that is shown with their smartphone to access a limited web version of the app that allows them to send and receive messages, provided the smartphone remains connected. Phone number recognition: The app shows the country and province of the caller. Additionally, it can show the company's name or a warning for spam calls if the number is registered in a data base. Access to the Gemini chatbot on select Pixel, Galaxy and Android devices.

Graphics software

In computer graphics, graphics software refers to a program or collection of programs that enable a person to manipulate images or models visually on a computer. Computer graphics can be classified into two distinct categories: raster graphics and vector graphics, with further 2D and 3D variants. Many graphics programs focus exclusively on either vector or raster graphics, but there are a few that operate on both. It is simple to convert from vector graphics to raster graphics, but going the other way is harder. Some software attempts to do this. In addition to static graphics, there are animation and video editing software. Different types of software are often designed to edit different types of graphics such as video, photos, and vector-based drawings. The exact sources of graphics may vary for different tasks, but most can read and write files. Most graphics programs have the ability to import and export one or more graphics file formats, including those formats written for a particular computer graphics program. Such programs include, but are not limited to: GIMP, Adobe Photoshop, CorelDRAW, Microsoft Publisher, Picasa, etc. The use of a swatch is a palette of active colours that are selected and rearranged by the preference of the user. A swatch may be used in a program or be part of the universal palette on an operating system. It is used to change the colour of a text or image and in video editing. Vector graphics animation can be described as a series of mathematical transformations that are applied in sequence to one or more shapes in a scene. Raster graphics animation works in a similar fashion to film-based animation, where a series of still images produces the illusion of continuous movement. == History == SuperPaint was one of the earliest graphics software applications, first conceptualized in 1972 and achieving its first stable image in 1973 Fauve Matisse (later Macromedia xRes) was a pioneering program of the early 1990s, notably introducing layers in customer software. Currently Adobe Photoshop is one of the most used and best-known graphics programs in the Americas, having created more custom hardware solutions in the early 1990s, but was initially subject to various litigation. GIMP is a popular open-source alternative to Adobe Photoshop.

Bright Computing

Bright Computing, Inc. was a developer of software for deploying and managing high-performance (HPC) clusters, Kubernetes clusters, and OpenStack private clouds in on-premises data centers as well as in the public cloud. In 2022, it was acquired by Nvidia. == History == Bright Computing was founded by Matthijs van Leeuwen in 2009, who spun the company out of ClusterVision, which he had co-founded with Alex Ninaber and Arijan Sauer. Alex and Matthijs had worked together at UK’s Compusys, which was one of the first companies to commercially build HPC clusters. They left Compusys in 2002 to start ClusterVision in the Netherlands, after determining there was a growing market for building and managing supercomputer clusters using off-the-shelf hardware components and open source software, tied together with their own customized scripts. ClusterVision also provided delivery and installation support services for HPC clusters at universities and government entities. In 2004, Martijn de Vries joined ClusterVision and began development of cluster management software. The software was made available to customers in 2008, under the name ClusterVisionOS v4. In 2009, Bright Computing was spun out of ClusterVision. ClusterVisionOS was renamed Bright Cluster Manager, and van Leeuwen was named Bright Computing’s CEO. In February 2016, Bright appointed Bill Wagner as chief executive officer. Matthijs van Leeuwen became chief strategy officer, and then left the company and board of directors in 2018. In January 2022 Bright was acquired by Nvidia. Nvidia cited using Bright's Amsterdam facility as a development center. The acquisition occurred after several layoffs under Bill Wagner. == Customers == Early customers included Boeing, Sandia National Laboratories, Virginia Tech, Hewlett Packard, NSA, and Drexel University. Many early customers were introduced through resellers, including SICORP, Cray, Dell, and Advanced HPC. As of 2019, the company had more than 700 customers, including more than fifty Fortune 500 Companies. == Products and services == Bright Cluster Manager for HPC lets customers deploy and manage complete clusters. It provides management for the hardware, the operating system, the HPC software, and users. In 2014, the company announced Bright OpenStack, software to deploy, provision, and manage OpenStack-based private cloud infrastructures. In 2016, Bright started bundling several machine learning frameworks and associated tools and libraries with the product, to make it very easy to get machine learning workload up and running on a Bright cluster. In December 2018, version 8.2 was released, which introduced support for the ARM64 architecture, edge capabilities to build clusters spread out over many different geographical locations, improved workload accounting & reporting features, as well as many improvements to Bright's integration with Kubernetes. Bright Cluster Manager software was frequently sold through original equipment manufacturer (OEM) resellers, including Dell and HPE. In version 10, Bright Cluster Manager was merged into the NVIDIA Base Command Manager. Bright Computing was covered by Software Magazine and Yahoo! Finance, among other publications. == Awards == In 2016, Bright Computing was awarded a €1.5M Horizon 2020 SME Instrument grant from the European Commission. Bright Computing was one of only 33 grant recipients from 960 submitted proposals. In its category only 5 out of 260 grants were awarded. 2015 HPCwire Editor’s Choice Award for “Best HPC Cluster Solution or Technology" Main Software 50 “Highest Growth” award winner, 2013 Deloitte Technology Fast50 “Rising Star 2013” award winner Bio-IT World Conference & Expo ‘13, Boston, MA, winner of “IT Hardware & Infrastructure” category of the “Best of Show Award” program Red Herring Top 100 Global Award, 2013