List of Java software and tools

List of Java software and tools

This is a list of software and programming tools for the Java programming language, which includes frameworks, libraries, IDEs, build tools, application servers, and related projects. == Java frameworks == == Libraries == Apache Ant – build automation tool Apache Batik – SVG processing Apache Cayenne – object-relational mapping Apache Xerces – collection of software libraries for parsing, validating, serializing and manipulating XML. Applet – applet API Ardor3D – 3D graphics engine Bonita BPM – workflow engine Cassowary – constraint solving Checkstyle – static code analysis GNU Classpath – standard library implementation Colt – scientific computing and technical computing Commons Daemon – manages applications as daemons DESMO-J – discrete event simulation Diagrams.net – diagramming Disruptor – high-performance messaging Dom4j – XML processing Dynamic Languages Toolkit – support for dynamic programming languages on the JVM Echo – GUI Flying Saucer – XHTML/CSS rendering Formatting Objects Processor – XSL-FO to PDF H2 Database Engine – relational database IAIK-JCE – cryptography Internet Foundation Classes – legacy GUI JavaBeans – reusable component architecture for enabling encapsulation, events, and properties for software components JavaCC – open-source parser generator and lexical analyzer Java Class Library – standard library of Java and other JVM languages Java Native Access – provides Java programs easy access to native shared libraries without using the Java Native Interface Javolution – real-time computing Jblas – linear algebra JDBCFacade – simplifies JDBC use JExcel – Excel API JFugue – music programming JMusic – music programming Joget Workflow – workflow engine JOOQ Object Oriented Querying – fluent API for SQL JPOS – financial messaging JUNG – open-source graph modeling and visualization LanguageWare – language processing LibGDX – game development Modular Audio Recognition Framework – collection of voice, sound, speech, text and natural language processing algorithms. ASM – bytecode manipulation Open Inventor – 3D graphics OpenPDF – PDF Parallel Colt – parallel computing Parboiled – parser PlayN – game development QOCA – constraint solving QtJambi – Qt bindings SLF4J – logging StableUpdate – update management SWT – GUI SuanShu – numerical computing SwingLabs – GUI extensions UBY – natural language processing Undecimber – calendar XDoclet – attribute-oriented programming XINS – XML network services XStream – object serialization == Machine learning and AI == Apache Mahout – scalable machine learning library focused on clustering, classification, and collaborative filtering Apache MXNet – deep learning framework with Java API support Apache OpenNLP – machine learning based toolkit for natural language processing of text Deeplearning4j – distributed deep learning library Deep Java Library – open-source deep learning framework developed by Amazon Web Services Encog – framework for neural networks, genetic algorithms, Hidden Markov model, and Bayesian networks. LIBSVM – Support Vector Machine implementation Mallet – machine learning toolkit for classification, clustering, and topic modeling. MLlib – distributed machine-learning framework on top of Apache Spark Core Neuroph – lightweight neural network framework Weka – collection of machine learning algorithms for data mining Yooreeka – machine learning == Data mining == Java Data Mining (JDM) – standard Java API for data mining Massive Online Analysis (MOA) – data stream mining with concept drift == Math and scientific libraries == Apache Commons Math – general-purpose mathematics library including statistics, linear algebra, and optimization. Colt – high-performance scientific computing, including linear algebra and random numbers. Efficient Java Matrix Library (EJML) – dense and sparse matrix computations and linear algebra Easy Java Simulations – Open Source Physics project designed to create discrete computer simulations Exp4j – evaluates mathematical expressions at runtime GroovyLab – numerical computational environment Hipparchus – fork of Apache Commons Math with updated algorithms for statistics, linear algebra, and optimization. JAMA – numerical linear algebra library Jblas: Linear Algebra for Java (Jblas) – linear algebra library using native BLAS/LAPACK bindings Java Astrodynamics Toolkit – numerical library of software components for use in spaceflight applications for Java or MATLAB Matrix Toolkit Java (MTJ) – linear algebra library with BLAS and LAPACK support OjAlgo – optimization, linear algebra, and financial calculations. OptimJ – extension for mathematical optimization and constraint programming Parallel Colt – A parallel extension of Colt SuanShu – numerical analysis, linear algebra, statistics, and optimization. == Integrated development environments == See also: Java IDEs on Wikibooks Android Studio – IDE for Google's Android operating system BlueJ – educational IDE for teaching Java DrJava – lightweight Java IDE for beginners Eclipse IDE – open-source IDE with extensive plugin ecosystem Greenfoot – educational IDE IntelliJ IDEA – commercial and community editions from JetBrains JDeveloper – freeware IDE supplied by Oracle Corporation jGRASP – software visualizations MyEclipse – Java EE IDE NetBeans IDE – Apache NetBeans Visual Studio Code – general-purpose editor with Java extensions === Online IDEs === Eclipse Che GitHub Codespaces JDoodle Replit == Text editors with Java support == == Build tools and package managers == Apache Ant – automating software build Apache Ivy – subproject of Apache Ant Apache Maven – build automation and dependency management Boot – build automation for Clojure CMake – build tool with limited support for java Gradle – modern build automation tool Go continuous delivery (GoCD) – continuous delivery and build automation server Jenkins – automation server continuous delivery JitPack – package repository for Git projects Leiningen – build automation for Clojure Simple build tool (sbt) – open-source build tool Spring Roo – rapid application development of Java-based enterprise software WaveMaker – low-code development platform == Java runtimes, compilers and virtual machines == Android Runtime – runtime environment javac – Java programming language compiler Java Virtual Machine (JVM) – virtual machine that executes Java bytecode JD Decompiler JEB decompiler – disassembler and decompiler software for Android applications GraalVM – Just-in-time compilation HotSpot – JVM implementation included in OpenJDK == JVM languages and dialects == Clojure – Lisp dialect Groovy JRuby – Ruby implementation Jython – Python implementation Kotlin – popular for Android app development Renjin – R implementation Scala == Application servers and containers == Apache Geronimo – open source application server Apache MINA – event-driven asynchronous network application framework Apache Tomcat – web container and web server Apache TomEE – Apache Tomcat with Java EE features Borland Enterprise Server – discontinued application server by Borland ColdFusion – commercial application server by Adobe Systems GlassFish – application server for Jakarta EE IBM WebSphere Application Server – enterprise application server by IBM IBM WebSphere Application Server Community Edition – open source edition of WebSphere (discontinued) JBoss Enterprise Application Platform – Red Hat's supported distribution of JBoss/WildFly JEUS – commercial Java EE application server from TmaxSoft Jetty – HTTP server and web container Lucee (formerly Railo) – open source CFML application server Netty – non-blocking I/O client–server framework for network applications Oracle Containers for J2EE – discontinued application server by Oracle Oracle WebLogic Server – enterprise application server by Oracle Orion Application Server – early commercial Java EE server by IronFlare Payara Server – fork of GlassFish for production use Resin – Java application server by Caucho (open source and professional editions) SAP NetWeaver Application Server – enterprise application server by SAP WildFly – application server == Debugging and profiling tools == jdb – Java debugger bundled with the JDK JConsole – JMX-compliant monitoring tool JDK Flight Recorder – method profiling, allocation profiling, and garbage collection related events. JProfiler – commercial Java profiler VisualVM – visual tool integrating commandline JDK tools for profiling and monitoring == Testing and quality assurance == Apache JMeter – load testing tool JaCoCo – Java code coverage library JArchitect – analyzes code quality, architecture, and dependencies. Jtest – software testing and static analysis JUnit – unit testing framework Mockito – open-source testing framework for Java PMD – static program analysis source code analyzer Selenium – browser automation for web app testing Spock – test framework SpotBugs (formerly FindBugs) – static analysis tool TestNG – testing framework inspired by JUnit and NUnit == Other == Apache XMLBeans –

Color histogram

In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

Exploration–exploitation dilemma

The exploration–exploitation dilemma, also known as the explore–exploit tradeoff, is a fundamental concept in decision-making that arises in many domains. It is depicted as the balancing act between two opposing strategies. Exploitation involves choosing the best option based on current knowledge of the system (which may be incomplete or misleading), while exploration involves trying out new options that may lead to better outcomes in the future at the expense of an exploitation opportunity. Finding the optimal balance between these two strategies is a crucial challenge in many decision-making problems whose goal is to maximize long-term benefits. == Application in machine learning == In the context of machine learning, the exploration–exploitation tradeoff is fundamental in reinforcement learning (RL), a type of machine learning that involves training agents to make decisions based on feedback from the environment. Crucially, this feedback may be incomplete or delayed. The agent must decide whether to exploit the current best-known policy or explore new policies to improve its performance. === Multi-armed bandit methods === The multi-armed bandit (MAB) problem was a classic example of the tradeoff, and many methods were developed for it, such as epsilon-greedy, Thompson sampling, and the upper confidence bound (UCB). See the page on MAB for details. In more complex RL situations than the MAB problem, the agent can treat each choice as a MAB, where the payoff is the expected future reward. For example, if the agent performs an epsilon-greedy method, then the agent will often "pull the best lever" by picking the action that had the best predicted expected reward (exploit). However, it would pick a random action with probability epsilon (explore). Monte Carlo tree search, for example, uses a variant of the UCB method. === Exploration problems === There are some problems that make exploration difficult. Sparse reward. If rewards occur only once a long while, then the agent might not persist in exploring. Furthermore, if the space of actions is large, then the sparse reward would mean the agent would not be guided by the reward to find a good direction for deeper exploration. A standard example is Montezuma's Revenge. Deceptive reward. If some early actions give immediate small reward, but other actions give later large reward, then the agent might be lured away from exploring the other actions. Noisy TV problem. If certain observations are irreducibly noisy (such as a television showing random images), then the agent might be trapped exploring those observations (watching the television). === Exploration reward === This section based on. The exploration reward (also called exploration bonus) methods convert the exploration-exploitation dilemma into a balance of exploitations. That is, instead of trying to get the agent to balance exploration and exploitation, exploration is simply treated as another form of exploitation, and the agent simply attempts to maximize the sum of rewards from exploration and exploitation. The exploration reward can be treated as a form of intrinsic reward. We write these as r t i , r t e {\displaystyle r_{t}^{i},r_{t}^{e}} , meaning the intrinsic and extrinsic rewards at time step t {\displaystyle t} . However, exploration reward is different from exploitation in two regards: The reward of exploitation is not freely chosen, but given by the environment, but the reward of exploration may be picked freely. Indeed, there are many different ways to design r t i {\displaystyle r_{t}^{i}} described below. The reward of exploitation is usually stationary (i.e. the same action in the same state gives the same reward), but the reward of exploration is non-stationary (i.e. the same action in the same state should give less and less reward). Count-based exploration uses N n ( s ) {\displaystyle N_{n}(s)} , the number of visits to a state s {\displaystyle s} during the time-steps 1 : n {\displaystyle 1:n} , to calculate the exploration reward. This is only possible in small and discrete state space. Density-based exploration extends count-based exploration by using a density model ρ n ( s ) {\displaystyle \rho _{n}(s)} . The idea is that, if a state has been visited, then nearby states are also partly-visited. In maximum entropy exploration, the entropy of the agent's policy π {\displaystyle \pi } is included as a term in the intrinsic reward. That is, r t i = − ∑ a π ( a | s t ) ln ⁡ π ( a | s t ) + ⋯ {\displaystyle r_{t}^{i}=-\sum _{a}\pi (a|s_{t})\ln \pi (a|s_{t})+\cdots } . === Prediction-based === This section based on. The forward dynamics model is a function for predicting the next state based on the current state and the current action: f : ( s t , a t ) ↦ s t + 1 {\displaystyle f:(s_{t},a_{t})\mapsto s_{t+1}} . The forward dynamics model is trained as the agent plays. The model becomes better at predicting state transition for state-action pairs that had been done many times. A forward dynamics model can define an exploration reward by r t i = ‖ f ( s t , a t ) − s t + 1 ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-s_{t+1}\|_{2}^{2}} . That is, the reward is the squared-error of the prediction compared to reality. This rewards the agent to perform state-action pairs that had not been done many times. This is however susceptible to the noisy TV problem. Dynamics model can be run in latent space. That is, r t i = ‖ f ( s t , a t ) − ϕ ( s t + 1 ) ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-\phi (s_{t+1})\|_{2}^{2}} for some featurizer ϕ {\displaystyle \phi } . The featurizer can be the identity function (i.e. ϕ ( x ) = x {\displaystyle \phi (x)=x} ), randomly generated, the encoder-half of a variational autoencoder, etc. A good featurizer improves forward dynamics exploration. The Intrinsic Curiosity Module (ICM) method trains simultaneously a forward dynamics model and a featurizer. The featurizer is trained by an inverse dynamics model, which is a function for predicting the current action based on the features of the current and the next state: g : ( ϕ ( s t ) , ϕ ( s t + 1 ) ) ↦ a t {\displaystyle g:(\phi (s_{t}),\phi (s_{t+1}))\mapsto a_{t}} . By optimizing the inverse dynamics, both the inverse dynamics model and the featurizer are improved. Then, the improved featurizer improves the forward dynamics model, which improves the exploration of the agent. Random Network Distillation (RND) method attempts to solve this problem by teacher–student distillation. Instead of a forward dynamics model, it has two models f , f ′ {\displaystyle f,f'} . The f ′ {\displaystyle f'} teacher model is fixed, and the f {\displaystyle f} student model is trained to minimize ‖ f ( s ) − f ′ ( s ) ‖ 2 2 {\displaystyle \|f(s)-f'(s)\|_{2}^{2}} on states s {\displaystyle s} . As a state is visited more and more, the student network becomes better at predicting the teacher. Meanwhile, the prediction error is also an exploration reward for the agent, and so the agent learns to perform actions that result in higher prediction error. Thus, we have a student network attempting to minimize the prediction error, while the agent attempting to maximize it, resulting in exploration. The states are normalized by subtracting a running average and dividing a running variance, which is necessary since the teacher model is frozen. The rewards are normalized by dividing with a running variance. Exploration by disagreement trains an ensemble of forward dynamics models, each on a random subset of all ( s t , a t , s t + 1 ) {\displaystyle (s_{t},a_{t},s_{t+1})} tuples. The exploration reward is the variance of the models' predictions. === Noise === For neural network–based agents, the NoisyNet method changes some of its neural network modules by noisy versions. That is, some network parameters are random variables from a probability distribution. The parameters of the distribution are themselves learnable. For example, in a linear layer y = W x + b {\displaystyle y=Wx+b} , both W , b {\displaystyle W,b} are sampled from Gaussian distributions N ( μ W , Σ W ) , N ( μ b , Σ b ) {\displaystyle {\mathcal {N}}(\mu _{W},\Sigma _{W}),{\mathcal {N}}(\mu _{b},\Sigma _{b})} at every step, and the parameters μ W , Σ W , μ b , Σ b {\displaystyle \mu _{W},\Sigma _{W},\mu _{b},\Sigma _{b}} are learned via the reparameterization trick.

Attention (machine learning)

In machine learning, attention is a method that determines the importance of each component in a sequence relative to the other components in that sequence. In natural language processing, importance is represented by "soft" weights assigned to each word in a sentence. More generally, attention encodes vectors called token embeddings across a fixed-width sequence that can range from tens to millions of tokens in size. Unlike "hard" weights, which are computed during the backwards training pass, "soft" weights exist only in the forward pass and therefore change with every step of the input. Earlier designs implemented the attention mechanism in a serial recurrent neural network (RNN) language translation system, but a more recent design, namely the transformer, removed the slower sequential RNN and relied more heavily on the faster parallel attention scheme. Inspired by ideas about attention in humans, the attention mechanism was developed to address the weaknesses of using information from the hidden layers of recurrent neural networks. Recurrent neural networks favor information contained in words at the end of a sentence and thus deemed more recent, thereby tending to attenuate the significance and associated predictive weight assigned to information earlier in the sentence. Attention allows a token equal access to any part of a sentence directly, rather than only through the previous state. == History == Additional surveys of the attention mechanism in deep learning are provided by Niu et al. and Soydaner. The major breakthrough came with self-attention, where each element in the input sequence attends to all others, enabling the model to capture global dependencies. This idea was central to the Transformer architecture, which replaced recurrence with attention mechanisms. As a result, Transformers became the foundation for models like BERT, T5 and generative pre-trained transformers (GPT). == Overview == The modern era of machine attention was revitalized by grafting an attention mechanism (Fig 1. orange) to an Encoder-Decoder. Figure 2 shows the internal step-by-step operation of the attention block (A) in Fig 1. === Interpreting attention weights === In translating between languages, alignment is the process of matching words from the source sentence to words of the translated sentence. Networks that perform verbatim translation without regard to word order would show the highest scores along the (dominant) diagonal of the matrix. The off-diagonal dominance shows that the attention mechanism is more nuanced. Consider an example of translating I love you to French. On the first pass through the decoder, 94% of the attention weight is on the first English word I, so the network offers the word je. On the second pass of the decoder, 88% of the attention weight is on the third English word you, so it offers t'. On the last pass, 95% of the attention weight is on the second English word love, so it offers aime. In the I love you example, the second word love is aligned with the third word aime. Stacking soft row vectors together for je, t', and aime yields an alignment matrix: Sometimes, alignment can be multiple-to-multiple. For example, the English phrase look it up corresponds to cherchez-le. Thus, "soft" attention weights work better than "hard" attention weights (setting one attention weight to 1, and the others to 0), as we would like the model to make a context vector consisting of a weighted sum of the hidden vectors, rather than "the best one", as there may not be a best hidden vector. == Variants == Many variants of attention implement soft weights, such as fast weight programmers, or fast weight controllers (1992). A "slow" neural network outputs the "fast" weights of another neural network through outer products. The slow network learns by gradient descent. It was later renamed as "linearized self-attention". Bahdanau-style attention, also referred to as additive attention, Luong-style attention, which is known as multiplicative attention, Early attention mechanisms similar to modern self-attention were proposed using recurrent neural networks. However, the highly parallelizable self-attention was introduced in 2017 and successfully used in the Transformer model, positional attention and factorized positional attention. For convolutional neural networks, attention mechanisms can be distinguished by the dimension on which they operate, namely: spatial attention, channel attention, or combinations. These variants recombine the encoder-side inputs to redistribute those effects to each target output. Often, a correlation-style matrix of dot products provides the re-weighting coefficients. In the figures below, W is the matrix of context attention weights, similar to the formula in Overview section above. == Optimizations == === Flash attention === The size of the attention matrix is proportional to the square of the number of input tokens. Therefore, when the input is long, calculating the attention matrix requires a lot of GPU memory. Flash attention is an implementation that reduces the memory needs and increases efficiency without sacrificing accuracy. It achieves this by partitioning the attention computation into smaller blocks that fit into the GPU's faster on-chip memory, reducing the need to store large intermediate matrices and thus lowering memory usage while increasing computational efficiency. === FlexAttention === FlexAttention is an attention kernel developed by Meta that allows users to modify attention scores prior to softmax and dynamically chooses the optimal attention algorithm. == Applications == Attention is widely used in natural language processing, computer vision, and speech recognition. In NLP, it improves context understanding in tasks like question answering and summarization. In vision, visual attention helps models focus on relevant image regions, enhancing object detection and image captioning. === Attention maps as explanations for vision transformers === From the original paper on vision transformers (ViT), visualizing attention scores as a heat map (called saliency maps or attention maps) has become an important and routine way to inspect the decision making process of ViT models. One can compute the attention maps with respect to any attention head at any layer, while the deeper layers tend to show more semantically meaningful visualization. Attention rollout is a recursive algorithm to combine attention scores across all layers, by computing the dot product of successive attention maps. Because vision transformers are typically trained in a self-supervised manner, attention maps are generally not class-sensitive. When a classification head is attached to the ViT backbone, class-discriminative attention maps (CDAM) combines attention maps and gradients with respect to the class [CLS] token. Some class-sensitive interpretability methods originally developed for convolutional neural networks can be also applied to ViT, such as GradCAM, which back-propagates the gradients to the outputs of the final attention layer. Using attention as basis of explanation for the transformers in language and vision is not without debate. While some pioneering papers analyzed and framed attention scores as explanations, higher attention scores do not always correlate with greater impact on model performances. == Mathematical representation == === Standard scaled dot-product attention === For matrices: Q ∈ R m × d k , K ∈ R n × d k {\displaystyle Q\in \mathbb {R} ^{m\times d_{k}},K\in \mathbb {R} ^{n\times d_{k}}} and V ∈ R n × d v {\displaystyle V\in \mathbb {R} ^{n\times d_{v}}} , the scaled dot-product, or QKV attention, is defined as: Attention ( Q , K , V ) = softmax ( Q K T d k ) V ∈ R m × d v {\displaystyle {\text{Attention}}(Q,K,V)={\text{softmax}}\left({\frac {QK^{T}}{\sqrt {d_{k}}}}\right)V\in \mathbb {R} ^{m\times d_{v}}} where T {\displaystyle {}^{T}} denotes transpose and the softmax function is applied independently to every row of its argument. The matrix Q {\displaystyle Q} contains m {\displaystyle m} queries, while matrices K , V {\displaystyle K,V} jointly contain an unordered set of n {\displaystyle n} key-value pairs. Value vectors in matrix V {\displaystyle V} are weighted using the weights resulting from the softmax operation, so that the rows of the m {\displaystyle m} -by- d v {\displaystyle d_{v}} output matrix are confined to the convex hull of the points in R d v {\displaystyle \mathbb {R} ^{d_{v}}} given by the rows of V {\displaystyle V} . To understand the permutation invariance and permutation equivariance properties of QKV attention, let A ∈ R m × m {\displaystyle A\in \mathbb {R} ^{m\times m}} and B ∈ R n × n {\displaystyle B\in \mathbb {R} ^{n\times n}} be permutation matrices; and D ∈ R m × n {\displaystyle D\in \mathbb {R} ^{m\times n}} an arbitrary matrix. The softmax function is permutation equivariant in the sense that: softmax ( A D B ) = A softmax ( D ) B {\displays

Virtual intelligence

Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions. The immersion in virtual worlds provides a platform for VI beyond the traditional paradigm of past user interfaces (UIs). What Alan Turing established as a benchmark for telling the difference between human and computerized intelligence was devoid of visual influences. With today's VI bots, virtual intelligence has evolved past the constraints of past testing into a new level of the machine's ability to demonstrate intelligence. The immersive features of these environments provide nonverbal elements that affect the realism provided by virtually intelligent agents. Virtual intelligence is the intersection of these two technologies: Virtual environments: Immersive 3D spaces provide for collaboration, simulations, and role-playing interactions for training. Many of these virtual environments are currently being used for government and academic projects, including Second Life, VastPark, Olive, OpenSim, Outerra, Oracle's Open Wonderland, Duke University's Open Cobalt, and many others. Some of the commercial virtual worlds are also taking this technology into new directions, including the high-definition virtual world Blue Mars. Artificial intelligence (AI): AI is a branch of computer science that aims to create intelligent machines capable of performing tasks that typically require human intelligence. VI is a type of AI that operates within virtual environments to simulate human-like interactions and responses. == Applications == Cutlass Bomb Disposal Robot: Northrop Grumman developed a virtual training opportunity because of the prohibitive real-world cost and dangers associated with bomb disposal. By replicating a complicated system without having to learn advanced code, the virtual robot has no risk of damage, trainee safety hazards, or accessibility constraints. MyCyberTwin: NASA is among the companies that have used the MyCyberTwin AI technologies. They used it for the Phoenix rover in the virtual world Second Life. Their MyCyberTwin used a programmed profile to relay information about what the Phoenix rover was doing and its purpose. Second China: The University of Florida developed the "Second China" project as an immersive training experience for learning how to interact with the culture and language in a foreign country. Students are immersed in an environment that provides role-playing challenges coupled with language and cultural sensitivities magnified during country-level diplomatic missions or during times of potential conflict or regional destabilization. The virtual training provides participants with opportunities to access information, take part in guided learning scenarios, communicate, collaborate, and role-play. While China was the country for the prototype, this model can be modified for use with any culture to help better understand social and cultural interactions and see how other people think and what their actions imply. Duke School of Nursing Training Simulation: Extreme Reality developed virtual training to test critical thinking with a nurse performing trained procedures to identify critical data to make decisions and performing the correct steps for intervention. Bots are programmed to respond to the nurse's actions as the patient with their conditions improving if the nurse performs the correct actions.

Digital video effect

Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they deal primarily with resizing, distortion or movement of the image. Modern video switchers often contain internal DVE functionality. Modern DVE devices are incorporated in high-end broadcast video switchers. Early examples of DVE devices found in the broadcast post-production industry include the Ampex Digital Optics (ADO), Quantel DPE-5000, Vital Squeezoom, NEC E-Flex and the Abekas A5x series of DVEs. By 1988, Grass Valley Group caught up with the competition with their Kaleidoscope, which integrated ADO-type effects with their widely used line of broadcast switching gear. DVEs are used by the broadcast television industry in live television production environments like television studios and outside broadcasts. They are commonly used in video post-production.

Evolvability (computer science)

The term evolvability is a framework of computational learning introduced by Leslie Valiant in his paper of the same name. The aim of this theory is to model biological evolution and categorize which types of mechanisms are evolvable. Evolution is an extension of PAC learning and learning from statistical queries. == General framework == Let F n {\displaystyle F_{n}\,} and R n {\displaystyle R_{n}\,} be collections of functions on n {\displaystyle n\,} variables. Given an ideal function f ∈ F n {\displaystyle f\in F_{n}} , the goal is to find by local search a representation r ∈ R n {\displaystyle r\in R_{n}} that closely approximates f {\displaystyle f\,} . This closeness is measured by the performance Perf ⁡ ( f , r ) {\displaystyle \operatorname {Perf} (f,r)} of r {\displaystyle r\,} with respect to f {\displaystyle f\,} . As is the case in the biological world, there is a difference between genotype and phenotype. In general, there can be multiple representations (genotypes) that correspond to the same function (phenotype). That is, for some r , r ′ ∈ R n {\displaystyle r,r'\in R_{n}} , with r ≠ r ′ {\displaystyle r\neq r'\,} , still r ( x ) = r ′ ( x ) {\displaystyle r(x)=r'(x)\,} for all x ∈ X n {\displaystyle x\in X_{n}} . However, this need not be the case. The goal then, is to find a representation that closely matches the phenotype of the ideal function, and the spirit of the local search is to allow only small changes in the genotype. Let the neighborhood N ( r ) {\displaystyle N(r)\,} of a representation r {\displaystyle r\,} be the set of possible mutations of r {\displaystyle r\,} . For simplicity, consider Boolean functions on X n = { − 1 , 1 } n {\displaystyle X_{n}=\{-1,1\}^{n}\,} , and let D n {\displaystyle D_{n}\,} be a probability distribution on X n {\displaystyle X_{n}\,} . Define the performance in terms of this. Specifically, Perf ⁡ ( f , r ) = ∑ x ∈ X n f ( x ) r ( x ) D n ( x ) . {\displaystyle \operatorname {Perf} (f,r)=\sum _{x\in X_{n}}f(x)r(x)D_{n}(x).} Note that Perf ⁡ ( f , r ) = Prob ⁡ ( f ( x ) = r ( x ) ) − Prob ⁡ ( f ( x ) ≠ r ( x ) ) . {\displaystyle \operatorname {Perf} (f,r)=\operatorname {Prob} (f(x)=r(x))-\operatorname {Prob} (f(x)\neq r(x)).} In general, for non-Boolean functions, the performance will not correspond directly to the probability that the functions agree, although it will have some relationship. Throughout an organism's life, it will only experience a limited number of environments, so its performance cannot be determined exactly. The empirical performance is defined by Perf s ⁡ ( f , r ) = 1 s ∑ x ∈ S f ( x ) r ( x ) , {\displaystyle \operatorname {Perf} _{s}(f,r)={\frac {1}{s}}\sum _{x\in S}f(x)r(x),} where S {\displaystyle S\,} is a multiset of s {\displaystyle s\,} independent selections from X n {\displaystyle X_{n}\,} according to D n {\displaystyle D_{n}\,} . If s {\displaystyle s\,} is large enough, evidently Perf s ⁡ ( f , r ) {\displaystyle \operatorname {Perf} _{s}(f,r)} will be close to the actual performance Perf ⁡ ( f , r ) {\displaystyle \operatorname {Perf} (f,r)} . Given an ideal function f ∈ F n {\displaystyle f\in F_{n}} , initial representation r ∈ R n {\displaystyle r\in R_{n}} , sample size s {\displaystyle s\,} , and tolerance t {\displaystyle t\,} , the mutator Mut ⁡ ( f , r , s , t ) {\displaystyle \operatorname {Mut} (f,r,s,t)} is a random variable defined as follows. Each r ′ ∈ N ( r ) {\displaystyle r'\in N(r)} is classified as beneficial, neutral, or deleterious, depending on its empirical performance. Specifically, r ′ {\displaystyle r'\,} is a beneficial mutation if Perf s ⁡ ( f , r ′ ) − Perf s ⁡ ( f , r ) ≥ t {\displaystyle \operatorname {Perf} _{s}(f,r')-\operatorname {Perf} _{s}(f,r)\geq t} ; r ′ {\displaystyle r'\,} is a neutral mutation if − t < Perf s ⁡ ( f , r ′ ) − Perf s ⁡ ( f , r ) < t {\displaystyle -t<\operatorname {Perf} _{s}(f,r')-\operatorname {Perf} _{s}(f,r) 0 {\displaystyle \epsilon >0\,} , for all ideal functions f ∈ F n {\displaystyle f\in F_{n}} and representations r 0 ∈ R n {\displaystyle r_{0}\in R_{n}} , with probability at least 1 − ϵ {\displaystyle 1-\epsilon \,} , Perf ⁡ ( f , r g ( n , 1 / ϵ ) ) ≥ 1 − ϵ , {\displaystyle \operatorname {Perf} (f,r_{g(n,1/\epsilon )})\geq 1-\epsilon ,} where the sizes of neighborhoods N ( r ) {\displaystyle N(r)\,} for r ∈ R n {\displaystyle r\in R_{n}\,} are at most p ( n , 1 / ϵ ) {\displaystyle p(n,1/\epsilon )\,} , the sample size is s ( n , 1 / ϵ ) {\displaystyle s(n,1/\epsilon )\,} , the tolerance is t ( 1 / n , ϵ ) {\displaystyle t(1/n,\epsilon )\,} , and the generation size is g ( n , 1 / ϵ ) {\displaystyle g(n,1/\epsilon )\,} . F {\displaystyle F\,} is evolvable over D {\displaystyle D\,} if it is evolvable by some R {\displaystyle R\,} over D {\displaystyle D\,} . F {\displaystyle F\,} is evolvable if it is evolvable over all distributions D {\displaystyle D\,} . == Results == The class of conjunctions and the class of disjunctions are evolvable over the uniform distribution for short conjunctions and disjunctions, respectively. The class of parity functions (which evaluate to the parity of the number of true literals in a given subset of literals) are not evolvable, even for the uniform distribution. Evolvability implies PAC learnability.