GOFAI

GOFAI

In the philosophy of artificial intelligence, GOFAI (good old-fashioned artificial intelligence) is classical symbolic AI, as opposed to other approaches, such as neural networks, situated robotics, narrow symbolic AI or neuro-symbolic AI. The term was coined by philosopher John Haugeland in his 1985 book Artificial Intelligence: The Very Idea. Haugeland coined the term to address two questions: Can GOFAI produce human-level artificial intelligence in a machine? Is GOFAI the primary method that brains use to display intelligence? AI founder Herbert A. Simon speculated in 1963 that the answers to both these questions was "yes". His evidence was the performance of programs he had co-written, such as Logic Theorist and the General Problem Solver, and his psychological research on human problem solving. AI research in the 1950s and 60s had an enormous influence on intellectual history: it inspired the cognitive revolution, led to the founding of the academic field of cognitive science, and was the essential example in the philosophical theories of computationalism, functionalism and cognitivism in ethics and the psychological theories of cognitivism and cognitive psychology. The specific aspect of AI research that led to this revolution was what Haugeland called "GOFAI". In AI development and technology, GOFAI is used to refer to programs that are built with deliberate, explicit instructions for a single task. This is in contrast to approaches that use machine learning. Examples of GOFAI applications include AlphaGo and Apple's initial Siri design. == Western rationalism == Haugeland places GOFAI within the rationalist tradition in western philosophy, which holds that abstract reason is the "highest" faculty, that it is what separates man from the animals, and that it is the most essential part of our intelligence. This assumption is present in Plato and Aristotle, in Shakespeare, Hobbes, Hume and Locke, it was central to the Enlightenment, to the logical positivists of the 1930s, and to the computationalists and cognitivists of the 1960s. As Shakespeare wrote: What a piece of work is a man, How noble in reason, how infinite in faculty ... In apprehension how like a god, The beauty of the world, The paragon of animals. Symbolic AI in the 1960s was able to successfully simulate the process of high-level reasoning, including logical deduction, algebra, geometry, spatial reasoning and means-ends analysis, all of them in precise English sentences, just like the ones humans used when they reasoned. Many observers, including philosophers, psychologists and the AI researchers themselves became convinced that they had captured the essential features of intelligence. This was not just hubris or speculation -- this was entailed by rationalism. If it was not true, then it brings into question a large part of the entire Western philosophical tradition. Continental philosophy, which included Nietzsche, Husserl, Heidegger and others, rejected rationalism and argued that our high-level reasoning was limited and prone to error, and that most of our abilities come from our intuitions, culture, and instinctive feel for the situation. Philosophers who were familiar with this tradition were the first to criticize GOFAI and the assertion that it was sufficient for intelligence, such as Hubert Dreyfus and Haugeland. == Haugeland's GOFAI == Critics and supporters of Haugeland's position, from philosophy, psychology, or AI research have found it difficult to define "GOFAI" precisely, and thus the literature contains a variety of interpretations. Drew McDermott, for example, finds Haugeland's description of GOFAI "incoherent" and argues that GOFAI is a "myth". Haugeland coined the term GOFAI in order to examine the philosophical implications of “the claims essential to all GOFAI theories”, which he listed as: 1. our ability to deal with things intelligently is due to our capacity to think about them reasonably (including sub-conscious thinking); and 2. our capacity to think about things reasonably amounts to a faculty for internal “automatic” symbol manipulation This is very similar to the sufficient side of the physical symbol systems hypothesis proposed by Herbert A. Simon and Allen Newell in 1963: "A physical symbol system has the necessary and sufficient means for general intelligent action." It is also similar to Hubert Dreyfus' "psychological assumption": "The mind can be viewed as a device operating on bits of information according to formal rules. " Haugeland's description of GOFAI refers to symbol manipulation governed by a set of instructions for manipulating the symbols. The "symbols" he refers to are discrete physical things that are assigned a definite semantics -- like and . They do not refer to signals, or unidentified numbers, or matrixes of unidentified numbers, or the zeros and ones of digital machinery. Thus, Haugeland's GOFAI does not include "good old fashioned" techniques such as cybernetics, perceptrons, dynamic programming or control theory or modern techniques such as neural networks or support vector machines. These questions ask if GOFAI is sufficient for general intelligence -- they ask if there is nothing else required to create fully intelligent machines. Thus GOFAI, for Haugeland, does not include systems that combine symbolic AI with other techniques, such as neuro-symbolic AI, and also does not include narrow symbolic AI systems that are designed only to solve a specific problem and are not expected to exhibit general intelligence. == Replies == === Replies from AI scientists === Russell and Norvig wrote, in reference to Dreyfus and Haugeland:The technology they criticized came to be called Good Old-Fashioned AI (GOFAI). GOFAI corresponds to the simplest logical agent design ... and we saw ... that it is indeed difficult to capture every contingency of appropriate behavior in a set of necessary and sufficient logical rules; we called that the qualification problem. Later symbolic AI work after the 1980's incorporated more robust approaches to open-ended domains such as probabilistic reasoning, non-monotonic reasoning, and machine learning. Currently, most AI researchers believe deep learning, and more likely, a synthesis of neural and symbolic approaches (neuro-symbolic AI), will be required for general intelligence.

Depth peeling

In computer graphics, depth peeling is an exact multipass method of order-independent transparency that extracts transparent fragments into depth layers and composites those layers in depth order. Depth peeling has the advantage of being able to generate correct results even for complex images containing intersecting transparent objects. == Method == Depth peeling works by rendering the image multiple times. Depth peeling uses two Z buffers, one that works conventionally, and one that is not modified, and sets the minimum distance at which a fragment can be drawn without being discarded. For each pass, the previous pass' conventional Z-buffer is used as the minimal Z-buffer, so each pass removes already-captured nearer fragments and draws the next depth layer behind them. The resulting images can then be composited in depth order to form a single image. A major drawback of classical depth peeling is performance: it requires one geometry pass per peeled layer, so scenes with high depth complexity require many passes that each re-rasterize the transparent geometry. Later variants reduce the number of passes by peeling multiple layers or both front and back layers in a pass. Dual depth peeling reduces the geometry-pass count from N to N/2+1 by peeling one layer from the front and one from the back in each pass, while multi-layer depth peeling peels several layers per pass and reported up to an 8x speed-up in RGBA8 settings.

Q-learning

Q-learning is a reinforcement learning algorithm that trains an agent to assign values to its possible actions based on its current state, without requiring a model of the environment (model-free). It can handle problems with stochastic transitions and rewards without requiring adaptations. For example, in a grid maze, an agent learns to reach an exit worth 10 points. At a junction, Q-learning might assign a higher value to moving right than left if right gets to the exit faster, improving this choice by trying both directions over time. For any finite Markov decision process, Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. Q-learning can identify an optimal action-selection policy for any given finite Markov decision process, given infinite exploration time and a partly random policy. "Q" refers to the function that the algorithm computes: the expected reward—that is, the quality—of an action taken in a given state. == Reinforcement learning == Reinforcement learning involves an agent, a set of states S {\displaystyle {\mathcal {S}}} , and a set A {\displaystyle {\mathcal {A}}} of actions per state. By performing an action a ∈ A {\displaystyle a\in {\mathcal {A}}} , the agent transitions from state to state. Executing an action in a specific state provides the agent with a reward (a numerical score). The goal of the agent is to maximize its total reward. It does this by adding the maximum reward attainable from future states to the reward for achieving its current state, effectively influencing the current action by the potential future reward. This potential reward is a weighted sum of expected values of the rewards of all future steps starting from the current state. As an example, consider the process of boarding a train, in which the reward is measured by the negative of the total time spent boarding (alternatively, the cost of boarding the train is equal to the boarding time). One strategy is to enter the train door as soon as they open, minimizing the initial wait time for yourself. If the train is crowded, however, then you will have a slow entry after the initial action of entering the door as people are fighting you to depart the train as you attempt to board. The total boarding time, or cost, is then: 0 seconds wait time + 15 seconds fight time On the next day, by random chance (exploration), you decide to wait and let other people depart first. This initially results in a longer wait time. However, less time is spent fighting the departing passengers. Overall, this path has a higher reward than that of the previous day, since the total boarding time is now: 5 second wait time + 0 second fight time Through exploration, despite the initial (patient) action resulting in a larger cost (or negative reward) than in the forceful strategy, the overall cost is lower, thus revealing a more rewarding strategy. == Algorithm == After Δ t {\displaystyle \Delta t} steps into the future the agent will decide some next step. The weight for this step is calculated as γ Δ t {\displaystyle \gamma ^{\Delta t}} , where γ {\displaystyle \gamma } (the discount factor) is a number between 0 and 1 ( 0 ≤ γ ≤ 1 {\displaystyle 0\leq \gamma \leq 1} ). Assuming γ < 1 {\displaystyle \gamma <1} , it has the effect of valuing rewards received earlier higher than those received later (reflecting the value of a "good start"). γ {\displaystyle \gamma } may also be interpreted as the probability to succeed (or survive) at every step Δ t {\displaystyle \Delta t} . The algorithm, therefore, has a function that calculates the quality of a state–action combination: Q : S × A → R {\displaystyle Q:{\mathcal {S}}\times {\mathcal {A}}\to \mathbb {R} } . Before learning begins, ⁠ Q {\displaystyle Q} ⁠ is initialized to a possibly arbitrary fixed value (chosen by the programmer). Then, at each time t {\displaystyle t} the agent selects an action A t {\displaystyle A_{t}} , observes a reward R t + 1 {\displaystyle R_{t+1}} , enters a new state S t + 1 {\displaystyle S_{t+1}} (that may depend on both the previous state S t {\displaystyle S_{t}} and the selected action), and Q {\displaystyle Q} is updated. The core of the algorithm is a Bellman equation as a simple value iteration update, using the weighted average of the current value and the new information: Q n e w ( S t , A t ) ← ( 1 − α ⏟ learning rate ) ⋅ Q ( S t , A t ) ⏟ current value + α ⏟ learning rate ⋅ ( R t + 1 ⏟ reward + γ ⏟ discount factor ⋅ max a Q ( S t + 1 , a ) ⏟ estimate of optimal future value ⏟ new value (temporal difference target) ) {\displaystyle Q^{new}(S_{t},A_{t})\leftarrow (1-\underbrace {\alpha } _{\text{learning rate}})\cdot \underbrace {Q(S_{t},A_{t})} _{\text{current value}}+\underbrace {\alpha } _{\text{learning rate}}\cdot {\bigg (}\underbrace {\underbrace {R_{t+1}} _{\text{reward}}+\underbrace {\gamma } _{\text{discount factor}}\cdot \underbrace {\max _{a}Q(S_{t+1},a)} _{\text{estimate of optimal future value}}} _{\text{new value (temporal difference target)}}{\bigg )}} where R t + 1 {\displaystyle R_{t+1}} is the reward received when moving from the state S t {\displaystyle S_{t}} to the state S t + 1 {\displaystyle S_{t+1}} , and α {\displaystyle \alpha } is the learning rate ( 0 < α ≤ 1 ) {\displaystyle (0<\alpha \leq 1)} . Note that Q n e w ( S t , A t ) {\displaystyle Q^{new}(S_{t},A_{t})} is the sum of three terms: ( 1 − α ) Q ( S t , A t ) {\displaystyle (1-\alpha )Q(S_{t},A_{t})} : the current value (weighted by one minus the learning rate) α R t + 1 {\displaystyle \alpha \,R_{t+1}} : the reward R t + 1 {\displaystyle R_{t+1}} to obtain if action A t {\displaystyle A_{t}} is taken when in state S t {\displaystyle S_{t}} (weighted by learning rate) α γ max a Q ( S t + 1 , a ) {\displaystyle \alpha \gamma \max _{a}Q(S_{t+1},a)} : the maximum reward that can be obtained from state S t + 1 {\displaystyle S_{t+1}} (weighted by learning rate and discount factor) An episode of the algorithm ends when state S t + 1 {\displaystyle S_{t+1}} is a final or terminal state. However, Q-learning can also learn in non-episodic tasks (as a result of the property of convergent infinite series). If the discount factor is lower than 1, the action values are finite even if the problem can contain infinite loops or paths. For all final states s f {\displaystyle s_{f}} , Q ( s f , a ) {\displaystyle Q(s_{f},a)} is never updated, but is set to the reward value r {\displaystyle r} observed for state s f {\displaystyle s_{f}} . In most cases, Q ( s f , a ) {\displaystyle Q(s_{f},a)} can be taken to equal zero. == Influence of variables == === Learning rate === The learning rate or step size determines to what extent newly acquired information overrides old information. A factor of 0 makes the agent learn nothing (exclusively exploiting prior knowledge), while a factor of 1 makes the agent consider only the most recent information (ignoring prior knowledge to explore possibilities). In fully deterministic environments, a learning rate of α t = 1 {\displaystyle \alpha _{t}=1} is optimal. When the problem is stochastic, the algorithm converges under some technical conditions on the learning rate that require it to decrease to zero. In practice, often a constant learning rate is used, such as α t = 0.1 {\displaystyle \alpha _{t}=0.1} for all t {\displaystyle t} . === Discount factor === The discount factor ⁠ γ {\displaystyle \gamma } ⁠ determines the importance of future rewards. A factor of 0 will make the agent "myopic" (or short-sighted) by only considering current rewards, i.e. r t {\displaystyle r_{t}} (in the update rule above), while a factor approaching 1 will make it strive for a long-term high reward. If the discount factor meets or exceeds 1, the action values may diverge. For ⁠ γ = 1 {\displaystyle \gamma =1} ⁠, without a terminal state, or if the agent never reaches one, all environment histories become infinitely long, and utilities with additive, undiscounted rewards generally become infinite. Even with a discount factor only slightly lower than 1, Q-function learning leads to propagation of errors and instabilities when the value function is approximated with an artificial neural network. In that case, starting with a lower discount factor and increasing it towards its final value accelerates learning. === Initial conditions (Q0) === Since Q-learning is an iterative algorithm, it implicitly assumes an initial condition before the first update occurs. High initial values, also known as "optimistic initial conditions", can encourage exploration: no matter what action is selected, the update rule will cause it to have lower values than the other alternative, thus increasing their choice probability. The first reward r {\displaystyle r} can be used to reset the initial conditions. According to this idea, the first time an action is taken the reward is used to set the value

Radial basis function kernel

In machine learning, the radial basis function kernel, or RBF kernel, is a popular kernel function used in various kernelized learning algorithms. In particular, it is commonly used in support vector machine classification. The RBF kernel on two samples x , x ′ ∈ R k {\displaystyle \mathbf {x} ,\mathbf {x'} \in \mathbb {R} ^{k}} , represented as feature vectors in some input space, is defined as K ( x , x ′ ) = exp ⁡ ( − ‖ x − x ′ ‖ 2 2 σ 2 ) {\displaystyle K(\mathbf {x} ,\mathbf {x'} )=\exp \left(-{\frac {\|\mathbf {x} -\mathbf {x'} \|^{2}}{2\sigma ^{2}}}\right)} ‖ x − x ′ ‖ 2 {\displaystyle \textstyle \|\mathbf {x} -\mathbf {x'} \|^{2}} may be recognized as the squared Euclidean distance between the two feature vectors. σ {\displaystyle \sigma } is a free parameter. An equivalent definition involves a parameter γ = 1 2 σ 2 {\displaystyle \textstyle \gamma ={\tfrac {1}{2\sigma ^{2}}}} : K ( x , x ′ ) = exp ⁡ ( − γ ‖ x − x ′ ‖ 2 ) {\displaystyle K(\mathbf {x} ,\mathbf {x'} )=\exp(-\gamma \|\mathbf {x} -\mathbf {x'} \|^{2})} Since the value of the RBF kernel decreases with distance and ranges between zero (in the infinite-distance limit) and one (when x = x'), it has a ready interpretation as a similarity measure. The feature space of the kernel has an infinite number of dimensions; for σ = 1 {\displaystyle \sigma =1} , its expansion using the multinomial theorem is: exp ⁡ ( − 1 2 ‖ x − x ′ ‖ 2 ) = exp ⁡ ( 2 2 x ⊤ x ′ − 1 2 ‖ x ‖ 2 − 1 2 ‖ x ′ ‖ 2 ) = exp ⁡ ( x ⊤ x ′ ) exp ⁡ ( − 1 2 ‖ x ‖ 2 ) exp ⁡ ( − 1 2 ‖ x ′ ‖ 2 ) = ∑ j = 0 ∞ ( x ⊤ x ′ ) j j ! exp ⁡ ( − 1 2 ‖ x ‖ 2 ) exp ⁡ ( − 1 2 ‖ x ′ ‖ 2 ) = ∑ j = 0 ∞ ∑ n 1 + n 2 + ⋯ + n k = j exp ⁡ ( − 1 2 ‖ x ‖ 2 ) x 1 n 1 ⋯ x k n k n 1 ! ⋯ n k ! exp ⁡ ( − 1 2 ‖ x ′ ‖ 2 ) x ′ 1 n 1 ⋯ x ′ k n k n 1 ! ⋯ n k ! = ⟨ φ ( x ) , φ ( x ′ ) ⟩ {\displaystyle {\begin{alignedat}{2}\exp \left(-{\frac {1}{2}}\|\mathbf {x} -\mathbf {x'} \|^{2}\right)&=\exp \left({\frac {2}{2}}\mathbf {x} ^{\top }\mathbf {x'} -{\frac {1}{2}}\|\mathbf {x} \|^{2}-{\frac {1}{2}}\|\mathbf {x'} \|^{2}\right)\\[5pt]&=\exp \left(\mathbf {x} ^{\top }\mathbf {x'} \right)\exp \left(-{\frac {1}{2}}\|\mathbf {x} \|^{2}\right)\exp \left(-{\frac {1}{2}}\|\mathbf {x'} \|^{2}\right)\\[5pt]&=\sum _{j=0}^{\infty }{\frac {(\mathbf {x} ^{\top }\mathbf {x'} )^{j}}{j!}}\exp \left(-{\frac {1}{2}}\|\mathbf {x} \|^{2}\right)\exp \left(-{\frac {1}{2}}\|\mathbf {x'} \|^{2}\right)\\[5pt]&=\sum _{j=0}^{\infty }\quad \sum _{n_{1}+n_{2}+\dots +n_{k}=j}\exp \left(-{\frac {1}{2}}\|\mathbf {x} \|^{2}\right){\frac {x_{1}^{n_{1}}\cdots x_{k}^{n_{k}}}{\sqrt {n_{1}!\cdots n_{k}!}}}\exp \left(-{\frac {1}{2}}\|\mathbf {x'} \|^{2}\right){\frac {{x'}_{1}^{n_{1}}\cdots {x'}_{k}^{n_{k}}}{\sqrt {n_{1}!\cdots n_{k}!}}}\\[5pt]&=\langle \varphi (\mathbf {x} ),\varphi (\mathbf {x'} )\rangle \end{alignedat}}} φ ( x ) = exp ⁡ ( − 1 2 ‖ x ‖ 2 ) ( a ℓ 0 ( 0 ) , a 1 ( 1 ) , … , a ℓ 1 ( 1 ) , … , a 1 ( j ) , … , a ℓ j ( j ) , … ) {\displaystyle \varphi (\mathbf {x} )=\exp \left(-{\frac {1}{2}}\|\mathbf {x} \|^{2}\right)\left(a_{\ell _{0}}^{(0)},a_{1}^{(1)},\dots ,a_{\ell _{1}}^{(1)},\dots ,a_{1}^{(j)},\dots ,a_{\ell _{j}}^{(j)},\dots \right)} where ℓ j = ( k + j − 1 j ) {\displaystyle \ell _{j}={\tbinom {k+j-1}{j}}} , a ℓ ( j ) = x 1 n 1 ⋯ x k n k n 1 ! ⋯ n k ! | n 1 + n 2 + ⋯ + n k = j ∧ 1 ≤ ℓ ≤ ℓ j {\displaystyle a_{\ell }^{(j)}={\frac {x_{1}^{n_{1}}\cdots x_{k}^{n_{k}}}{\sqrt {n_{1}!\cdots n_{k}!}}}\quad |\quad n_{1}+n_{2}+\dots +n_{k}=j\wedge 1\leq \ell \leq \ell _{j}} == Approximations == Because support vector machines and other models employing the kernel trick do not scale well to large numbers of training samples or large numbers of features in the input space, several approximations to the RBF kernel (and similar kernels) have been introduced. Typically, these take the form of a function z that maps a single vector to a vector of higher dimensionality, approximating the kernel: ⟨ z ( x ) , z ( x ′ ) ⟩ ≈ ⟨ φ ( x ) , φ ( x ′ ) ⟩ = K ( x , x ′ ) {\displaystyle \langle z(\mathbf {x} ),z(\mathbf {x'} )\rangle \approx \langle \varphi (\mathbf {x} ),\varphi (\mathbf {x'} )\rangle =K(\mathbf {x} ,\mathbf {x'} )} where φ {\displaystyle \textstyle \varphi } is the implicit mapping embedded in the RBF kernel. === Fourier random features === One way to construct such a z is to randomly sample from the Fourier transformation of the kernel φ ( x ) = 1 D [ cos ⁡ ⟨ w 1 , x ⟩ , sin ⁡ ⟨ w 1 , x ⟩ , … , cos ⁡ ⟨ w D , x ⟩ , sin ⁡ ⟨ w D , x ⟩ ] T {\displaystyle \varphi (x)={\frac {1}{\sqrt {D}}}[\cos \langle w_{1},x\rangle ,\sin \langle w_{1},x\rangle ,\ldots ,\cos \langle w_{D},x\rangle ,\sin \langle w_{D},x\rangle ]^{T}} where w 1 , . . . , w D {\displaystyle w_{1},...,w_{D}} are independent samples from the normal distribution N ( 0 , σ − 2 I ) {\displaystyle N(0,\sigma ^{-2}I)} . Theorem: E ⁡ [ ⟨ φ ( x ) , φ ( y ) ⟩ ] = e ‖ x − y ‖ 2 / ( 2 σ 2 ) . {\displaystyle \operatorname {E} [\langle \varphi (x),\varphi (y)\rangle ]=e^{\|x-y\|^{2}/(2\sigma ^{2})}.} Proof: It suffices to prove the case of D = 1 {\displaystyle D=1} . Use the trigonometric identity cos ⁡ ( a − b ) = cos ⁡ ( a ) cos ⁡ ( b ) + sin ⁡ ( a ) sin ⁡ ( b ) {\displaystyle \cos(a-b)=\cos(a)\cos(b)+\sin(a)\sin(b)} , the spherical symmetry of Gaussian distribution, then evaluate the integral ∫ − ∞ ∞ cos ⁡ ( k x ) e − x 2 / 2 2 π d x = e − k 2 / 2 . {\displaystyle \int _{-\infty }^{\infty }{\frac {\cos(kx)e^{-x^{2}/2}}{\sqrt {2\pi }}}dx=e^{-k^{2}/2}.} Theorem: Var ⁡ [ ⟨ φ ( x ) , φ ( y ) ⟩ ] = O ( D − 1 ) {\displaystyle \operatorname {Var} [\langle \varphi (x),\varphi (y)\rangle ]=O(D^{-1})} . (Appendix A.2). === Nyström method === Another approach uses the Nyström method to approximate the eigendecomposition of the Gram matrix K, using only a random sample of the training set.

Blockmodeling linked networks

Blockmodeling linked networks is an approach in blockmodeling in analysing the linked networks. Such approach is based on the generalized multilevel blockmodeling approach. The main objective of this approach is to achieve clustering of the nodes from all involved sets, while at the same time using all available information. At the same time, all one-mode and two-node networks, that are connected, are blockmodeled, which results in obtaining only one clustering, using nodes from each sets. Each cluster ideally contains only nodes from one set, which also allows the modeling of the links among clusters from different sets (through two-mode networks). This approach was introduced by Aleš Žiberna in 2014. Blockmodeling linked networks can be done using: separate analysis: blockmodeling each level separately; conversion approach: converting all one-mode networks to the same level and joining with two-mode networks; a true multilevel approach: one-mode and two-mode networks are blockmodeled at the same time, resulting in one clustering for nodes from each level.

Database

In computing, a database is an organized collection of data or a type of data store based on the use of a database management system (DBMS), the software that interacts with end users, applications, and the database itself to capture and analyze the data. The DBMS additionally encompasses the core facilities provided to administer the database. The sum total of the database, the DBMS and the associated applications can be referred to as a database system. Often the term "database" is also used loosely to refer to any of the DBMS, the database system or an application associated with the database. Before digital storage and retrieval of data became widespread, index cards were used for data storage in a wide range of applications and environments: in the home to record and store recipes, shopping lists, contact information and other organizational data; in business to record presentation notes, project research and notes, and contact information; in schools as flash cards or other visual aids; and in academic research to hold data such as bibliographical citations or notes in a card file. Professional book indexers used index cards in the creation of book indexes until they were replaced by indexing software in the 1980s and 1990s. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases spans formal techniques and practical considerations, including data modeling, efficient data representation and storage, query languages, security and privacy of sensitive data, and distributed computing issues, including supporting concurrent access and fault tolerance. Computer scientists may classify database management systems according to the database models that they support. Relational databases became dominant in the 1980s. These model data as rows and columns in a series of tables, and the vast majority use SQL for writing and querying data. In the 2000s, non-relational databases became popular, collectively referred to as NoSQL, because they use different query languages. == Terminology and overview == Formally, a "database" refers to a set of related data accessed through the use of a "database management system" (DBMS), which is an integrated set of computer software that allows users to interact with one or more databases and provides access to all of the data contained in the database (although restrictions may exist that limit access to particular data). The DBMS provides various functions that allow entry, storage and retrieval of large quantities of information and provides ways to manage how that information is organized. Because of the close relationship between them, the term "database" is often used casually to refer to both a database and the DBMS used to manipulate it. Outside the world of professional information technology, the term database is often used to refer to any collection of related data (such as a spreadsheet or a card index) as size and usage requirements typically necessitate use of a database management system. Existing DBMSs provide various functions that allow management of a database and its data which can be classified into four main functional groups: Data definition – Creation, modification and removal of definitions that detail how the data is to be organized. Update – Insertion, modification, and deletion of the data itself. Retrieval – Selecting data according to specified criteria (e.g., a query, a position in a hierarchy, or a position in relation to other data) and providing that data either directly to the user, or making it available for further processing by the database itself or by other applications. The retrieved data may be made available in a more or less direct form without modification, as it is stored in the database, or in a new form obtained by altering it or combining it with existing data from the database. Administration – Registering and monitoring users, enforcing data security, monitoring performance, maintaining data integrity, dealing with concurrency control, and recovering information that has been corrupted by some event such as an unexpected system failure. Both a database and its DBMS conform to the principles of a particular database model. "Database system" refers collectively to the database model, database management system, and database. Physically, database servers are dedicated computers that hold the actual databases and run only the DBMS and related software. Database servers are usually multiprocessor computers, with generous memory and RAID disk arrays used for stable storage. Hardware database accelerators, connected to one or more servers via a high-speed channel, are also used in large-volume transaction processing environments. DBMSs are found at the heart of most database applications. DBMSs may be built around a custom multitasking kernel with built-in networking support, but modern DBMSs typically rely on a standard operating system to provide these functions. Since DBMSs comprise a significant market, computer and storage vendors often take into account DBMS requirements in their own development plans. Databases and DBMSs can be categorized according to the database model(s) that they support (such as relational or XML), the type(s) of computer they run on (from a server cluster to a mobile phone), the query language(s) used to access the database (such as SQL or XQuery), and their internal engineering, which affects performance, scalability, resilience, and security. == History == The sizes, capabilities, and performance of databases and their respective DBMSs have grown in orders of magnitude. These performance increases were enabled by the technology progress in the areas of processors, computer memory, computer storage, and computer networks. The concept of a database was made possible by the emergence of direct access storage media such as magnetic disks, which became widely available in the mid-1960s; earlier systems relied on sequential storage of data on magnetic tape. The subsequent development of database technology can be divided into three eras based on data model or structure: navigational, SQL/relational, and post-relational. The two main early navigational data models were the hierarchical model and the CODASYL model (network model). These were characterized by the use of pointers (often physical disk addresses) to follow relationships from one record to another. The relational model, first proposed in 1970 by Edgar F. Codd, departed from this tradition by insisting that applications should search for data by content, rather than by following links. The relational model employs sets of ledger-style tables, each used for a different type of entity. Only in the mid-1980s did computing hardware become powerful enough to allow the wide deployment of relational systems (DBMSs plus applications). By the early 1990s, however, relational systems dominated in all large-scale data processing applications, and as of 2018 they remain dominant: IBM Db2, Oracle, MySQL, and Microsoft SQL Server are the most searched DBMS. The dominant database language, standardized SQL for the relational model, has influenced database languages for other data models. Object databases were developed in the 1980s to overcome the inconvenience of object–relational impedance mismatch, which led to the coining of the term "post-relational" and also the development of hybrid object–relational databases. The next generation of post-relational databases in the late 2000s became known as NoSQL databases, introducing fast key–value stores and document-oriented databases. A competing "next generation" known as NewSQL databases attempted new implementations that retained the relational/SQL model while aiming to match the high performance of NoSQL compared to commercially available relational DBMSs. === 1960s, navigational DBMS === The introduction of the term database coincided with the availability of direct-access storage (disks and drums) from the mid-1960s onwards. The term represented a contrast with the tape-based systems of the past, allowing shared interactive use rather than daily batch processing. The Oxford English Dictionary cites a 1962 report by the System Development Corporation of California as the first to use the term "data-base" in a specific technical sense. As computers grew in speed and capability, a number of general-purpose database systems emerged; by the mid-1960s a number of such systems had come into commercial use. Interest in a standard began to grow, and Charles Bachman, author of one such product, the Integrated Data Store (IDS), founded the Database Task Group within CODASYL, the group responsible for the creation and standardization of COBOL. In 1971, the Database Task Group delivered their standard, which generally became known as the CODASYL approach, and soon a number of commercial products based on this approach entered the market. The CODASYL approach of

Handwriting recognition

Handwriting recognition (HWR), also known as handwritten text recognition (HTR), is the ability of a computer to receive and interpret intelligible handwritten input from sources such as paper documents, photographs, touch-screens and other devices. The image of the written text may be sensed "off line" from a piece of paper by optical scanning (optical character recognition) or intelligent word recognition. Alternatively, the movements of the pen tip may be sensed "on line", for example by a pen-based computer screen surface, a generally easier task as there are more clues available. A handwriting recognition system handles formatting, performs correct segmentation into characters, and finds the most possible words. == Offline recognition == Offline handwriting recognition involves the automatic conversion of text in an image into letter codes that are usable within computer and text-processing applications. The data obtained by this form is regarded as a static representation of handwriting. Offline handwriting recognition is comparatively difficult, as different people have different handwriting styles. And, as of today, OCR engines are primarily focused on machine printed text and ICR for hand "printed" (written in capital letters) text. === Traditional techniques === ==== Character extraction ==== Offline character recognition often involves scanning a form or document. This means the individual characters contained in the scanned image will need to be extracted. Tools exist that are capable of performing this step. However, there are several common imperfections in this step. The most common is when characters that are connected are returned as a single sub-image containing both characters. This causes a major problem in the recognition stage. Yet many algorithms are available that reduce the risk of connected characters. ==== Character recognition ==== After individual characters have been extracted, a recognition engine is used to identify the corresponding computer character. Several different recognition techniques are currently available. ===== Feature extraction ===== Feature extraction works in a similar fashion to neural network recognizers. However, programmers must manually determine the properties they feel are important. This approach gives the recognizer more control over the properties used in identification. Yet any system using this approach requires substantially more development time than a neural network because the properties are not learned automatically. === Modern techniques === Where traditional techniques focus on segmenting individual characters for recognition, modern techniques focus on recognizing all the characters in a segmented line of text. Particularly they focus on machine learning techniques that are able to learn visual features, avoiding the limiting feature engineering previously used. State-of-the-art methods use convolutional networks to extract visual features over several overlapping windows of a text line image which a recurrent neural network uses to produce character probabilities. == Online recognition == Online handwriting recognition involves the automatic conversion of text as it is written on a special digitizer or PDA, where a sensor picks up the pen-tip movements as well as pen-up/pen-down switching. This kind of data is known as digital ink and can be regarded as a digital representation of handwriting. The obtained signal is converted into letter codes that are usable within computer and text-processing applications. The elements of an online handwriting recognition interface typically include: a pen or stylus for the user to write with a touch sensitive surface, which may be integrated with, or adjacent to, an output display. a software application which interprets the movements of the stylus across the writing surface, translating the resulting strokes into digital text. The process of online handwriting recognition can be broken down into a few general steps: preprocessing, feature extraction and classification The purpose of preprocessing is to discard irrelevant information in the input data, that can negatively affect the recognition. This concerns speed and accuracy. Preprocessing usually consists of binarization, normalization, sampling, smoothing and denoising. The second step is feature extraction. Out of the two- or higher-dimensional vector field received from the preprocessing algorithms, higher-dimensional data is extracted. The purpose of this step is to highlight important information for the recognition model. This data may include information like pen pressure, velocity or the changes of writing direction. The last big step is classification. In this step, various models are used to map the extracted features to different classes and thus identifying the characters or words the features represent. === Hardware === Commercial products incorporating handwriting recognition as a replacement for keyboard input were introduced in the early 1980s. Examples include handwriting terminals such as the Pencept Penpad and the Inforite point-of-sale terminal. With the advent of the large consumer market for personal computers, several commercial products were introduced to replace the keyboard and mouse on a personal computer with a single pointing/handwriting system, such as those from Pencept, CIC and others. The first commercially available tablet-type portable computer was the Write-Top from Linus Technologies, released in July 1988. Its operating system was based on MS-DOS. In the early 1990s, hardware makers including NCR, IBM and EO released tablet computers running the PenPoint operating system developed by GO Corp. PenPoint used handwriting recognition and gestures throughout and provided the facilities to third-party software. IBM's tablet computer was the first to use the ThinkPad name and used IBM's handwriting recognition. This recognition system was later ported to Microsoft Windows for Pen Computing, and IBM's Pen for OS/2. None of these were commercially successful. Advancements in electronics allowed the computing power necessary for handwriting recognition to fit into a smaller form factor than tablet computers, and handwriting recognition is often used as an input method for hand-held PDAs. The first PDA to provide written input was the Apple Newton, which exposed the public to the advantage of a streamlined user interface. However, the device was not a commercial success, owing to the unreliability of the software, which tried to learn a user's writing patterns. By the time of the release of the Newton OS 2.0, wherein the handwriting recognition was greatly improved, including unique features still not found in current recognition systems such as modeless error correction, the largely negative first impression had been made. After discontinuation of Apple Newton, the feature was incorporated in Mac OS X 10.2 and later as Inkwell. Palm later launched a successful series of PDAs based on the Graffiti recognition system. Graffiti improved usability by defining a set of "unistrokes", or one-stroke forms, for each character. This narrowed the possibility for erroneous input, although memorization of the stroke patterns did increase the learning curve for the user. The Graffiti handwriting recognition was found to infringe on a patent held by Xerox, and Palm replaced Graffiti with a licensed version of the CIC handwriting recognition which, while also supporting unistroke forms, pre-dated the Xerox patent. The court finding of infringement was reversed on appeal, and then reversed again on a later appeal. The parties involved subsequently negotiated a settlement concerning this and other patents. A Tablet PC is a notebook computer with a digitizer tablet and a stylus, which allows a user to handwrite text on the unit's screen. The operating system recognizes the handwriting and converts it into text. Windows Vista and Windows 7 include personalization features that learn a user's writing patterns or vocabulary for English, Japanese, Chinese Traditional, Chinese Simplified and Korean. The features include a "personalization wizard" that prompts for samples of a user's handwriting and uses them to retrain the system for higher accuracy recognition. This system is distinct from the less advanced handwriting recognition system employed in its Windows Mobile OS for PDAs. Although handwriting recognition is an input form that the public has become accustomed to, it has not achieved widespread use in either desktop computers or laptops. It is still generally accepted that keyboard input is both faster and more reliable. As of 2006, many PDAs offer handwriting input, sometimes even accepting natural cursive handwriting, but accuracy is still a problem, and some people still find even a simple on-screen keyboard more efficient. === Software === Early software could understand print handwriting where the characters were separated; however, cursive handwriting