AI Video Tools

Explore the best AI Video Tools — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • No Thanks (app)

    No Thanks (app)

    No Thanks is a Palestinian boycott-awareness mobile application developed by Palestinian software engineer Ahmed Bashbash, created to assist consumers in identifying and boycotting products associated with companies linked to Israel. Launched in 13 November 2023, the app gained significant attention amid the Gaza–Israel conflict. == History == No Thanks is a mobile application developed by Ahmed Bashbash, a Palestinian software engineer from Gaza residing in Hungary. The app was conceived in October 2023 following the death of Bashbash's brother in an Israeli airstrike on October 31, 2023. His sister had previously died in 2020 due to delayed medical treatment. The app was officially launched on November 13, 2023, and quickly gained traction, got over 100,000 downloads within its first month of release. On November 30, 2023, Google removed the app from its Play Store due to a violation of its content policies. The app's home page included a description: "Welcome to No Thanks, here you can see if the product in your hand supports killing children in Palestine or not," which was deemed to contravene Google's guidelines on hate speech and sensitive content. On December 3, 2023, following changes to the app's description, Google reinstated the app.

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  • Multi-task learning

    Multi-task learning

    Multi-task learning (MTL) is a subfield of machine learning in which multiple learning tasks are solved at the same time, while exploiting commonalities and differences across tasks. This can result in improved learning efficiency and prediction accuracy for the task-specific models, when compared to training the models separately. Inherently, Multi-task learning is a multi-objective optimization problem having trade-offs between different tasks. Early versions of MTL were called "hints". In a widely cited 1997 paper, Rich Caruana gave the following characterization:Multitask Learning is an approach to inductive transfer that improves generalization by using the domain information contained in the training signals of related tasks as an inductive bias. It does this by learning tasks in parallel while using a shared representation; what is learned for each task can help other tasks be learned better. In the classification context, MTL aims to improve the performance of multiple classification tasks by learning them jointly. One example is a spam-filter, which can be treated as distinct but related classification tasks across different users. To make this more concrete, consider that different people have different distributions of features which distinguish spam emails from legitimate ones, for example an English speaker may find that all emails in Russian are spam, not so for Russian speakers. Yet there is a definite commonality in this classification task across users, for example one common feature might be text related to money transfer. Solving each user's spam classification problem jointly via MTL can let the solutions inform each other and improve performance. Further examples of settings for MTL include multiclass classification and multi-label classification. Multi-task learning works because regularization induced by requiring an algorithm to perform well on a related task can be superior to regularization that prevents overfitting by penalizing all complexity uniformly. One situation where MTL may be particularly helpful is if the tasks share significant commonalities and are generally slightly under sampled. However, as discussed below, MTL has also been shown to be beneficial for learning unrelated tasks. == Methods == The key challenge in multi-task learning, is how to combine learning signals from multiple tasks into a single model. This may strongly depend on how well different task agree with each other, or contradict each other. There are several ways to address this challenge: === Task grouping and overlap === Within the MTL paradigm, information can be shared across some or all of the tasks. Depending on the structure of task relatedness, one may want to share information selectively across the tasks. For example, tasks may be grouped or exist in a hierarchy, or be related according to some general metric. Suppose, as developed more formally below, that the parameter vector modeling each task is a linear combination of some underlying basis. Similarity in terms of this basis can indicate the relatedness of the tasks. For example, with sparsity, overlap of nonzero coefficients across tasks indicates commonality. A task grouping then corresponds to those tasks lying in a subspace generated by some subset of basis elements, where tasks in different groups may be disjoint or overlap arbitrarily in terms of their bases. Task relatedness can be imposed a priori or learned from the data. Hierarchical task relatedness can also be exploited implicitly without assuming a priori knowledge or learning relations explicitly. For example, the explicit learning of sample relevance across tasks can be done to guarantee the effectiveness of joint learning across multiple domains. === Exploiting unrelated tasks: Auxiliary learning === In auxiliary learning, one attempts learning a group of principal tasks using a group of auxiliary tasks, unrelated to the principal ones. With the right unrelated tasks, joint learning of unrelated tasks which use the same input data have been shown to be beneficial, and provide significant improvement over standard MTL. The reason is that prior knowledge about task relatedness can lead to sparser and more informative representations for each task grouping, essentially by screening out idiosyncrasies of the data distribution. It has been proposed to build on a prior multitask methodology by favoring a shared low-dimensional representation within each task grouping, and imposing a penalty on tasks from different groups which encourages the two representations to be orthogonal. Learning with auxiliary unrelated tasks poses two major challenges: Finding useful auxiliary tasks and combining losses of all tasks in a useful way. Some methods can learn these from data together with the training process, and combine tasks efficiently. === Transfer of knowledge === Related to multi-task learning is the concept of knowledge transfer. Whereas traditional multi-task learning implies that a shared representation is developed concurrently across tasks, transfer of knowledge implies a sequentially shared representation. Large scale machine learning projects such as the deep convolutional neural network GoogLeNet, an image-based object classifier, can develop robust representations which may be useful to further algorithms learning related tasks. For example, the pre-trained model can be used as a feature extractor to perform pre-processing for another learning algorithm. Or the pre-trained model can be used to initialize a model with similar architecture which is then fine-tuned to learn a different classification task. === Multiple non-stationary tasks === Traditionally Multi-task learning and transfer of knowledge are applied to stationary learning settings. Their extension to non-stationary environments is termed Group online adaptive learning (GOAL). Sharing information could be particularly useful if learners operate in continuously changing environments, because a learner could benefit from previous experience of another learner to quickly adapt to their new environment. Such group-adaptive learning has numerous applications, from predicting financial time-series, through content recommendation systems, to visual understanding for adaptive autonomous agents. === Multi-task optimization === Multi-task optimization focuses on solving optimizing the whole process. The paradigm has been inspired by the well-established concepts of transfer learning and multi-task learning in predictive analytics. The key motivation behind multi-task optimization is that if optimization tasks are related to each other in terms of their optimal solutions or the general characteristics of their function landscapes, the search progress can be transferred to substantially accelerate the search on the other. The success of the paradigm is not necessarily limited to one-way knowledge transfers from simpler to more complex tasks. In practice an attempt is to intentionally solve a more difficult task that may unintentionally solve several smaller problems. There is a direct relationship between multitask optimization and multi-objective optimization. In some cases, the simultaneous training of seemingly related tasks may hinder performance compared to single-task models. Commonly, MTL models employ task-specific modules on top of a joint feature representation obtained using a shared module. Since this joint representation must capture useful features across all tasks, MTL may hinder individual task performance if the different tasks seek conflicting representation, i.e., the gradients of different tasks point to opposing directions or differ significantly in magnitude. This phenomenon is commonly referred to as negative transfer. To mitigate this issue, various MTL optimization methods have been proposed. It has been reported that meta-knowledge transfer could help avoid negative transfer.Besides, the per-task gradients are combined into a joint update direction through various aggregation algorithms or heuristics. There are several common approaches for multi-task optimization: Bayesian optimization, evolutionary computation, and approaches based on Game theory. ==== Multi-task Bayesian optimization ==== Multi-task Bayesian optimization is a modern model-based approach that leverages the concept of knowledge transfer to speed up the automatic hyperparameter optimization process of machine learning algorithms. The method builds a multi-task Gaussian process model on the data originating from different searches progressing in tandem. The captured inter-task dependencies are thereafter utilized to better inform the subsequent sampling of candidate solutions in respective search spaces. ==== Evolutionary multi-tasking ==== Evolutionary multi-tasking has been explored as a means of exploiting the implicit parallelism of population-based search algorithms to simultaneously progress multiple distinct optimization tasks. By mapping all task

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  • Expectation propagation

    Expectation propagation

    Expectation propagation (EP) is a technique in Bayesian machine learning. EP finds approximations to a probability distribution. It uses an iterative approach that uses the factorization structure of the target distribution. It differs from other Bayesian approximation approaches such as variational Bayesian methods. More specifically, suppose we wish to approximate an intractable probability distribution p ( x ) {\displaystyle p(\mathbf {x} )} with a tractable distribution q ( x ) {\displaystyle q(\mathbf {x} )} . Expectation propagation achieves this approximation by minimizing the Kullback–Leibler divergence K L ( p | | q ) {\displaystyle \mathrm {KL} (p||q)} . Variational Bayesian methods minimize K L ( q | | p ) {\displaystyle \mathrm {KL} (q||p)} instead. If q ( x ) {\displaystyle q(\mathbf {x} )} is a Gaussian N ( x | μ , Σ ) {\displaystyle {\mathcal {N}}(\mathbf {x} |\mu ,\Sigma )} , then K L ( p | | q ) {\displaystyle \mathrm {KL} (p||q)} is minimized with μ {\displaystyle \mu } and Σ {\displaystyle \Sigma } being equal to the mean of p ( x ) {\displaystyle p(\mathbf {x} )} and the covariance of p ( x ) {\displaystyle p(\mathbf {x} )} , respectively; this is called moment matching. == Applications == Expectation propagation via moment matching plays a vital role in approximation for indicator functions that appear when deriving the message passing equations for TrueSkill.

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  • Eager learning

    Eager learning

    In artificial intelligence, eager learning is a learning method in which the system tries to construct a general, input-independent target function during training of the system, as opposed to lazy learning, where generalization beyond the training data is delayed until a query is made to the system. The main advantage gained in employing an eager learning method, such as an artificial neural network, is that the target function will be approximated globally during training, thus requiring much less space than using a lazy learning system. Eager learning systems also deal much better with noise in the training data. Eager learning is an example of offline learning, in which post-training queries to the system have no effect on the system itself, and thus the same query to the system will always produce the same result. The main disadvantage with eager learning is that it is generally unable to provide good local approximations in the target function.

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  • Multisample anti-aliasing

    Multisample anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

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  • Situated

    Situated

    In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if: they exist in a dynamic (rapidly changing) environment, which they can manipulate or change through their actions, and which they can sense or perceive. Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life. Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behaviour derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment.

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  • Anomaly detection

    Anomaly detection

    In data analysis, anomaly detection (also referred to as outlier detection and sometimes as novelty detection) is generally understood to be the identification of rare items, events or observations which deviate significantly from the majority of the data and do not conform to a well defined notion of normal behavior. Such examples may arouse suspicions of being generated by a different mechanism, or appear inconsistent with the remainder of that set of data. Anomaly detection finds application in many domains including cybersecurity, medicine, machine vision, statistics, neuroscience, law enforcement and financial fraud to name only a few. Anomalies were initially searched for clear rejection or omission from the data to aid statistical analysis, for example to compute the mean or standard deviation. They were also removed to better predictions from models such as linear regression, and more recently their removal aids the performance of machine learning algorithms. However, in many applications anomalies themselves are of interest and are the observations most desirous in the entire data set, which need to be identified and separated from noise or irrelevant outliers. Three broad categories of anomaly detection techniques exist. Supervised anomaly detection techniques require a data set that has been labeled as "normal" and "abnormal" and involves training a classifier. However, this approach is rarely used in anomaly detection due to the general unavailability of labelled data and the inherent unbalanced nature of the classes. Semi-supervised anomaly detection techniques assume that some portion of the data is labelled. This may be any combination of the normal or anomalous data, but more often than not, the techniques construct a model representing normal behavior from a given normal training data set, and then test the likelihood of a test instance to be generated by the model. Unsupervised anomaly detection techniques assume the data is unlabelled and are by far the most commonly used due to their wider and relevant application. == Definition == Many attempts have been made in the statistical and computer science communities to define an anomaly. The most prevalent ones include the following, and can be categorised into three groups: those that are ambiguous, those that are specific to a method with pre-defined thresholds usually chosen empirically, and those that are formally defined: === Ill defined === An outlier is an observation which deviates so much from the other observations as to arouse suspicions that it was generated by a different mechanism. Anomalies are instances or collections of data that occur very rarely in the data set and whose features differ significantly from most of the data. An outlier is an observation (or subset of observations) which appears to be inconsistent with the remainder of that set of data. An anomaly is a point or collection of points that is relatively distant from other points in multi-dimensional space of features. Anomalies are patterns in data that do not conform to a well-defined notion of normal behaviour. === Specific === Let T be observations from a univariate Gaussian distribution and O a point from T. Then the z-score for O is greater than a pre-selected threshold if and only if O is an outlier. == History == === Intrusion detection === The concept of intrusion detection, a critical component of anomaly detection, has evolved significantly over time. Initially, it was a manual process where system administrators would monitor for unusual activities, such as a vacationing user's account being accessed or unexpected printer activity. This approach was not scalable and was soon superseded by the analysis of audit logs and system logs for signs of malicious behavior. By the late 1970s and early 1980s, the analysis of these logs was primarily used retrospectively to investigate incidents, as the volume of data made it impractical for real-time monitoring. The affordability of digital storage eventually led to audit logs being analyzed online, with specialized programs being developed to sift through the data. These programs, however, were typically run during off-peak hours due to their computational intensity. The 1990s brought the advent of real-time intrusion detection systems capable of analyzing audit data as it was generated, allowing for immediate detection of and response to attacks. This marked a significant shift towards proactive intrusion detection. As the field has continued to develop, the focus has shifted to creating solutions that can be efficiently implemented across large and complex network environments, adapting to the ever-growing variety of security threats and the dynamic nature of modern computing infrastructures. == Applications == Anomaly detection is applicable in a very large number and variety of domains, and is an important subarea of unsupervised machine learning. As such it has applications in cyber-security, intrusion detection, fraud detection, fault detection, system health monitoring, event detection in sensor networks, detecting ecosystem disturbances, defect detection in images using machine vision, medical diagnosis and law enforcement. === Intrusion detection === Anomaly detection was proposed for intrusion detection systems (IDS) by Dorothy Denning in 1986. Anomaly detection for IDS is normally accomplished with thresholds and statistics, but can also be done with soft computing, and inductive learning. Types of features proposed by 1999 included profiles of users, workstations, networks, remote hosts, groups of users, and programs based on frequencies, means, variances, covariances, and standard deviations. The counterpart of anomaly detection in intrusion detection is misuse detection. === Fintech fraud detection === Anomaly detection is vital in fintech for fraud prevention. === Preprocessing === Preprocessing data to remove anomalies can be an important step in data analysis, and is done for a number of reasons. Statistics such as the mean and standard deviation are more accurate after the removal of anomalies, and the visualisation of data can also be improved. In supervised learning, removing the anomalous data from the dataset often results in a statistically significant increase in accuracy. === Video surveillance === Anomaly detection has become increasingly vital in video surveillance to enhance security and safety. With the advent of deep learning technologies, methods using Convolutional Neural Networks (CNNs) and Simple Recurrent Units (SRUs) have shown significant promise in identifying unusual activities or behaviors in video data. These models can process and analyze extensive video feeds in real-time, recognizing patterns that deviate from the norm, which may indicate potential security threats or safety violations. An important aspect for video surveillance is the development of scalable real-time frameworks. Such pipelines are required for processing multiple video streams with low computational resources. === IT infrastructure === In IT infrastructure management, anomaly detection is crucial for ensuring the smooth operation and reliability of services. These are complex systems, composed of many interactive elements and large data quantities, requiring methods to process and reduce this data into a human and machine interpretable format. Techniques like the IT Infrastructure Library (ITIL) and monitoring frameworks are employed to track and manage system performance and user experience. Detected anomalies can help identify and pre-empt potential performance degradations or system failures, thus maintaining productivity and business process effectiveness. === IoT systems === Anomaly detection is critical for the security and efficiency of Internet of Things (IoT) systems. It helps in identifying system failures and security breaches in complex networks of IoT devices. The methods must manage real-time data, diverse device types, and scale effectively. Garg et al. have introduced a multi-stage anomaly detection framework that improves upon traditional methods by incorporating spatial clustering, density-based clustering, and locality-sensitive hashing. This tailored approach is designed to better handle the vast and varied nature of IoT data, thereby enhancing security and operational reliability in smart infrastructure and industrial IoT systems. === Petroleum industry === Anomaly detection is crucial in the petroleum industry for monitoring critical machinery. A 2015 paper proposed a novel segmentation algorithm using support vector machines to analyze sensor data for real-time anomaly detection. === Oil and gas pipeline monitoring === In the oil and gas sector, anomaly detection is not just crucial for maintenance and safety, but also for environmental protection. Aljameel et al. propose an advanced machine learning-based model for detecting minor leaks in oil and gas pipelines, a task traditional methods may miss.

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  • List of artificial intelligence journals

    List of artificial intelligence journals

    This is a list of notable peer-reviewed academic journals that publish research in the field of artificial intelligence (AI), including areas such as machine learning, computer vision, natural language processing, robotics, and intelligent systems. == General artificial intelligence == Artificial Intelligence (journal) – Elsevier Journal of Artificial Intelligence Research (JAIR) – AI Access Foundation Knowledge-Based Systems – Elsevier == Machine learning == Data Mining and Knowledge Discovery – Springer Machine Learning (journal) – Springer Journal of Machine Learning Research – Microtome Pattern Recognition (journal) – Elsevier Neural Networks (journal) – Elsevier Neural Computation (journal) – MIT Press Neurocomputing (journal) - Elsevier == Deep learning and neural computation == IEEE Transactions on Evolutionary Computation – IEEE IEEE Transactions on Neural Networks and Learning Systems – IEEE Nature Machine Intelligence – Springer Nature == Computer vision == International Journal of Computer Vision – Springer IEEE Transactions on Pattern Analysis and Machine Intelligence – IEEE Machine Vision and Applications – Springer == Natural language processing == Computational Linguistics (journal) – MIT Press Natural Language Processing Transactions of the Association for Computational Linguistics – ACL == Robotics and intelligent systems == IEEE Transactions on Robotics – IEEE Autonomous Robots – Springer Journal of Intelligent & Robotic Systems – Springer == Interdisciplinary and ethics in AI == AI & Society – Springer Artificial Life – MIT Press Philosophy & Technology – Springer Minds and Machines – Springer

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  • QANDA

    QANDA

    QANDA (stands for 'Q and A') is an AI-based learning platform developed by Mathpresso Inc., a South Korea-based education technology company. Its best known feature is a solution search, which uses optical character recognition technology to scan problems and provide step-by-step solutions and learning content. As of March 2024, QANDA solved over 6.3 billion questions. QANDA has 90 million total registered users and has reached 8 million monthly active users (MAU) in 50 countries. 90% of the cumulative users are from overseas such as Vietnam and Indonesia. In January 2024, its MathGPT, a math-specific small large language model set a new world record, surpassed Microsoft's 'ToRA 13B', the previous record holder in benchmarks assessing mathematical performance such as 'MATH' (high school math) and 'GSM8K' (grade school math). 'MathGPT' was co-developed with Upstage and KT. In March 2024, Mathpresso launched 'Cramify' (formerly known as Prep.Pie), an AI-powered study material generator designed to create personalized exam prep materials for U.S. college students. It uses generative AI to create customized study materials uploaded by students. Its features include a range of tools including study summarizer and question solver. == History == Co-founder Jongheun ‘Ray’ Lee first came up with the idea of QANDA during his freshman year in college. While he was tutoring to earn money, Lee realized that the quality of education a student receives is greatly based on their location. Lee saw his K-12 students were regularly asking similar questions and realized that these questions were from a pre-selected number of textbooks currently being used in schools. He decided to team up with his high school friend, Yongjae ‘Jake’ Lee to build a platform whereby, one uses a mobile app to scan and submit questions, and students can ask and receive detailed responses. Lee's school friends, Wonguk Jung and Hojae Jeong, joined the team. In June 2015, Mathpresso, Inc. was founded in Seoul, South Korea. In January 2016, Mathpresso's first product QANDA was launched. It supported a Q&A feature between students and tutors. In October 2017, QANDA introduced an AI-based search capability that permitted users to search for answers in seconds. In April 2020, Jake Yongjae Lee(CEO & co-founder) and Ray Jongheun Lee (co-founder) were selected as Forbes 30 under 30 Asia. In June 2021, QANDA raised $50 million in series C funding. Jake Yongjae Lee was recognized as an Innovator Under 35 by MIT Technology Review. In November 2021, QANDA secured a strategic investment from Google. Since its inception, it has received backing in Series C funding from investors namely Google, Yellowdog, GGV Capital, Goodwater Capital, KDB, and SKS Private Equity with participation from SoftBank Ventures Asia, Legend Capital, Mirae Asset Venture Investment, and Smilegate Investment. In September 2023, Mathpresso has raised $8 million (10 billion KRW) from Korea's telecom giant, KT. The total cumulative investment is about 130 million US dollars. The partnership aims to accelerate the development of an education-specific Large Language Model. The company intends to incorporate the LLM model to fortify its AI tutor, which later will be integrated into the existing services: QANDA App, B2B & B2G Saas, and 1:1 online tutoring (QANDA Tutor). == Features == QANDA features OCR-based solution search, one-on-one Q&A tutoring, a study timer. In 2021, QANDA launched additional features, including the premium subscription model that offers unlimited “byte-sized” micro-video lectures and the community feature that enhances collaborative learning. In 2021, QANDA launched QANDA Tutor, a tablet-based 1:1 tutoring service and QANDA Study, a 1:N online school in Vietnam. In 2022, QANDA launched an exam prep feature that offers past exam materials from school via online. This feature is currently available in South Korea. In August 2023, QANDA launched a beta version of an LLM-powered AI Tutor. == Awards and recognition == Best Hidden Gems of 2017 by Google Playstore 2018 AWS AI Startup Challenge Award National representative for the Google AI for Social Good APAC, 2018 Best Self-Improvement Apps of 2018 by Google Playstore GSV Edtech 150 — the Most Transformational Growth Companies in Digital Learning Speaker at the Google App Summit, 2021 Selected as a prospect unicorn company by Korea Technology Finance Corporation in 2023 Winner of G20-DIA Global Pitching in 2023 2021, 2022, 2023 East Asia EdTech 150 by HolonIQ

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  • Artificial general intelligence

    Artificial general intelligence

    Artificial general intelligence (AGI) is a hypothetical type of artificial intelligence that matches or surpasses human capabilities across virtually all cognitive tasks. Beyond AGI, artificial superintelligence (ASI) would outperform the best human abilities across every domain by a wide margin. Unlike artificial narrow intelligence (ANI), whose competence is confined to well‑defined tasks, an AGI system can generalise knowledge, transfer skills between domains, and solve novel problems without task‑specific reprogramming. Creating AGI is a stated goal of technology companies such as OpenAI, Google, xAI, and Meta. A 2020 survey identified 72 active AGI research and development projects across 37 countries. AGI is a common topic in science fiction and futures studies. Contention exists over whether AGI represents an existential risk. Some AI experts and industry figures have stated that mitigating the risk of human extinction posed by AGI should be a global priority. Others find the development of AGI to be in too remote a stage to present such a risk. == Terminology == AGI is also known as strong AI, full AI, human-level AI, human-level intelligent AI, or general intelligent action. The term "artificial general intelligence" was used in 1997 by Mark Gubrud in a discussion of the implications of fully automated military production and operations. A mathematical formalism of AGI named AIXI was proposed in 2000 by Marcus Hutter, who defines intelligence as "an agent’s ability to achieve goals or succeed in a wide range of environments". This type of AGI has also been called "universal artificial intelligence". The term AGI was re-introduced and popularized by Shane Legg and Ben Goertzel around 2002. Some academic sources reserve the term "strong AI" for computer programs that will experience sentience or consciousness. In contrast, weak AI (or narrow AI) can solve a specific problem but lacks general cognitive abilities. Some academic sources use "weak AI" to refer more broadly to any programs that neither experience consciousness nor have a mind in the same sense as humans. Related concepts include artificial superintelligence and transformative AI. An artificial superintelligence (ASI) is a hypothetical type of AGI that is much more generally intelligent than humans, while the notion of transformative AI relates to AI having a large impact on society, for example, similar to the agricultural or industrial revolution. A framework for classifying AGI was proposed in 2023 by Google DeepMind researchers. They define five performance levels of AGI: emerging, competent, expert, virtuoso, and superhuman. For example, a competent AGI is defined as an AI that outperforms 50% of skilled adults in a wide range of non-physical tasks, and a superhuman AGI (i.e., an artificial superintelligence) is similarly defined but with a threshold of 100%. They consider large language models like ChatGPT or LLaMA 2 to be instances of emerging AGI (comparable to unskilled humans). Regarding the autonomy of AGI and associated risks, they define five levels: tool (fully in human control), consultant, collaborator, expert, and agent (fully autonomous). == Characteristics == There is no single agreed-upon definition of intelligence as applied to computers. Computer scientist John McCarthy wrote in 2007: "We cannot yet characterize in general what kinds of computational procedures we want to call intelligent." === Intelligence traits === Researchers generally hold that a system is required to do all of the following to be regarded as an AGI: reason, use strategy, solve puzzles, and make judgments under uncertainty, represent knowledge, including common sense knowledge, plan, learn, communicate in natural language, if necessary, integrate these skills in completion of any given goal. Many interdisciplinary approaches (e.g. cognitive science, computational intelligence, and decision making) consider additional traits such as imagination (the ability to form novel mental images and concepts) and autonomy. Computer-based systems exhibiting these capabilities are now widespread, with modern large language models demonstrating computational creativity, automated reasoning, and decision support simultaneously across domains. === Physical traits === Other capabilities are considered desirable in intelligent systems, as they may affect intelligence or aid in its expression. These include: the ability to sense (e.g. see, hear, etc.), and the ability to act (e.g. move and manipulate objects, change location to explore, etc.) This includes the ability to detect and respond to hazard. === Tests for human-level AGI === Several tests meant to confirm human-level AGI have been considered. ==== Turing test ==== The Turing test was proposed by Alan Turing in his 1950 paper "Computing Machinery and Intelligence". This test involves a human judge engaging in natural language conversations with both a human and a machine designed to generate human-like responses. The machine passes the test if it can convince the judge that it is human a significant fraction of the time. Turing proposed this as a practical measure of machine intelligence, focusing on the ability to produce human-like responses rather than on the internal workings of the machine. The idea of the test is that the machine has to try and pretend to be a man, by answering questions put to it, and it will only pass if the pretence is reasonably convincing. A considerable portion of a jury, who should not be experts about machines, must be taken in by the pretence. In 2014, a chatbot named Eugene Goostman, designed to imitate a 13-year-old Ukrainian boy, reportedly passed a Turing Test event by convincing 33% of judges that it was human. However, this claim was met with significant skepticism from the AI research community, who questioned the test's implementation and its relevance to AGI. A 2025 pre‑registered, three‑party Turing‑test study by Cameron R. Jones and Benjamin K. Bergen showed that GPT-4.5 was judged to be the human in 73% of five‑minute text conversations—surpassing the 67% humanness rate of real confederates and meeting the researchers' criterion for having passed the test. ==== Ikea test ==== The "Ikea test", also known as the Flat Pack Furniture Test, involves an AI controlling a robot which attempts to assemble an Ikea flat-pack furniture product after having been shown the parts and instructions. As early as 2013, MIT's IkeaBot demonstrated fully autonomous multi-robot assembly of an IKEA Lack table in ten minutes, with no human intervention and no pre-programmed assembly instructions. The robots inferred the assembly sequence from the geometry of the parts alone. ==== Coffee test ==== Steve Wozniak proposed a test where a machine is required to enter an average American home and figure out how to make coffee. It must find the coffee machine, find the coffee, add water, find a mug, and brew the coffee by pushing the proper buttons. This test has been substantially approached across multiple systems. In January 2024, Figure AI's Figure 01 humanoid learned to operate a Keurig coffee machine autonomously after watching video demonstrations, using end-to-end neural networks to translate visual input into motor actions. In 2025, researchers at the University of Edinburgh published the ELLMER framework in Nature Machine Intelligence, demonstrating a robotic arm that interprets verbal instructions, analyses its surroundings, and autonomously makes coffee in dynamic kitchen environments — adapting to unforeseen obstacles in real time rather than following pre-programmed sequences. ==== Suleyman's test ==== Mustafa Suleyman's test proposes giving an AI model US$100,000 and asking it to obtain US$1 million. ==== Use of video-games ==== Adams, et al. propose that the ability to learn and succeed in a wide range of video games can be used to test AI intelligence. This range would include games unknown to the AGI developers before the test is administered. === AI-complete problems === A problem is informally called "AI-complete" or "AI-hard" if it is believed that AGI would be needed to solve it, because the solution is beyond the capabilities of a purpose-specific algorithm. == History == === Classical AI === Modern AI research began in the mid-1950s. The first generation of AI researchers were convinced that artificial general intelligence was possible and that it would exist in just a few decades. AI pioneer Herbert A. Simon wrote in 1965: "machines will be capable, within twenty years, of doing any work a man can do". Their predictions were the inspiration for Stanley Kubrick and Arthur C. Clarke's fictional character HAL 9000, who embodied what AI researchers believed they could create by the year 2001. AI pioneer Marvin Minsky was a consultant on the project of making HAL 9000 as realistic as possible according to the consensus predictions of the time. He said in 1967, "Within a generation... the problem of

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  • ASR-complete

    ASR-complete

    ASR-complete is, by analogy to "NP-completeness" in complexity theory, a term to indicate that the difficulty of a computational problem is equivalent to solving the central automatic speech recognition problem, i.e. recognize and understanding spoken language. Unlike "NP-completeness", this term is typically used informally. Such problems are hypothesised to include: Spoken natural language understanding Understanding speech from far-field microphones, i.e. handling the reverbation and background noise These problems are easy for humans to do (in fact, they are described directly in terms of imitating humans). Some systems can solve very simple restricted versions of these problems, but none can solve them in their full generality.

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  • Multi-armed bandit

    Multi-armed bandit

    In probability theory and machine learning, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is named from imagining a gambler at a row of slot machines (sometimes known as "one-armed bandits"), who has to decide which machines to play, how many times to play each machine and in which order to play them, and whether to continue with the current machine or try a different machine. More generally, it is a problem in which a decision maker iteratively selects one of multiple fixed choices (i.e., arms or actions) when the properties of each choice are only partially known at the time of allocation, and may become better understood as time passes. A fundamental aspect of bandit problems is that choosing an arm does not affect the properties of the arm or other arms. Instances of the multi-armed bandit problem include the task of iteratively allocating a fixed, limited set of resources between competing (alternative) choices in a way that minimizes the regret. A notable alternative setup for the multi-armed bandit problem includes the "best arm identification (BAI)" problem where the goal is instead to identify the best choice by the end of a finite number of rounds. The multi-armed bandit problem is a classic reinforcement learning problem that exemplifies the exploration–exploitation tradeoff dilemma. In contrast to general reinforcement learning, the selected actions in bandit problems do not affect the reward distribution of the arms. The multi-armed bandit problem also falls into the broad category of stochastic scheduling. In the problem, each machine provides a random reward from a probability distribution specific to that machine, that is not known a priori. The objective of the gambler is to maximize the sum of rewards earned through a sequence of lever pulls. The crucial tradeoff the gambler faces at each trial is between "exploitation" of the machine that has the highest expected payoff and "exploration" to get more information about the expected payoffs of the other machines. The trade-off between exploration and exploitation is also faced in machine learning. In practice, multi-armed bandits have been used to model problems such as managing research projects in a large organization, like a science foundation or a pharmaceutical company. In early versions of the problem, the gambler begins with no initial knowledge about the machines. Herbert Robbins in 1952, realizing the importance of the problem, constructed convergent population selection strategies in "some aspects of the sequential design of experiments". A theorem, the Gittins index, first published by John C. Gittins, gives an optimal policy for maximizing the expected discounted reward. == Empirical motivation == The multi-armed bandit problem models an agent that simultaneously attempts to acquire new knowledge (called "exploration") and optimize their decisions based on existing knowledge (called "exploitation"). The agent attempts to balance these competing tasks in order to maximize their total value over the period of time considered. There are many practical applications of the bandit model, for example: clinical trials investigating the effects of different experimental treatments while minimizing patient losses, adaptive routing efforts for minimizing delays in a network, financial portfolio design In these practical examples, the problem requires balancing reward maximization based on the knowledge already acquired with attempting new actions to further increase knowledge. This is known as the exploitation vs. exploration tradeoff in machine learning. The model has also been used to control dynamic allocation of resources to different projects, answering the question of which project to work on, given uncertainty about the difficulty and payoff of each possibility. Originally considered by Allied scientists in World War II, it proved so intractable that, according to Peter Whittle, the problem was proposed to be dropped over Germany so that German scientists could also waste their time on it. The version of the problem now commonly analyzed was formulated by Herbert Robbins in 1952. == The multi-armed bandit model == The multi-armed bandit (short: bandit or MAB) can be seen as a set of real distributions B = { R 1 , … , R K } {\displaystyle B=\{R_{1},\dots ,R_{K}\}} , each distribution being associated with the rewards delivered by one of the K ∈ N + {\displaystyle K\in \mathbb {N} ^{+}} levers. Let μ 1 , … , μ K {\displaystyle \mu _{1},\dots ,\mu _{K}} be the mean values associated with these reward distributions. The gambler iteratively plays one lever per round and observes the associated reward. The objective is to maximize the sum of the collected rewards. The horizon H {\displaystyle H} is the number of rounds that remain to be played. The bandit problem is formally equivalent to a one-state Markov decision process. The regret ρ {\displaystyle \rho } after T {\displaystyle T} rounds is defined as the expected difference between the reward sum associated with an optimal strategy and the sum of the collected rewards: ρ = T μ ∗ − ∑ t = 1 T r ^ t {\displaystyle \rho =T\mu ^{}-\sum _{t=1}^{T}{\widehat {r}}_{t}} , where μ ∗ {\displaystyle \mu ^{}} is the maximal reward mean, μ ∗ = max k { μ k } {\displaystyle \mu ^{}=\max _{k}\{\mu _{k}\}} , and r ^ t {\displaystyle {\widehat {r}}_{t}} is the reward in round t {\displaystyle t} . A zero-regret strategy is a strategy whose average regret per round ρ / T {\displaystyle \rho /T} tends to zero with probability 1 when the number of played rounds tends to infinity. Intuitively, zero-regret strategies are guaranteed to converge to a (not necessarily unique) optimal strategy if enough rounds are played. == Variations == A common formulation is the Binary multi-armed bandit or Bernoulli multi-armed bandit, which issues a reward of one with probability p {\displaystyle p} , and otherwise a reward of zero. Another formulation of the multi-armed bandit has each arm representing an independent Markov machine. Each time a particular arm is played, the state of that machine advances to a new one, chosen according to the Markov state evolution probabilities. There is a reward depending on the current state of the machine. In a generalization called the "restless bandit problem", the states of non-played arms can also evolve over time. There has also been discussion of systems where the number of choices (about which arm to play) increases over time. Computer science researchers have studied multi-armed bandits under worst-case assumptions, obtaining algorithms to minimize regret in both finite and infinite (asymptotic) time horizons for both stochastic and non-stochastic arm payoffs. === Best arm identification === An important variation of the classical regret minimization problem in multi-armed bandits is best arm identification (BAI), also known as pure exploration. This problem is crucial in various applications, including clinical trials, adaptive routing, recommendation systems, and A/B testing. In BAI, the objective is to identify the arm having the highest expected reward. An algorithm in this setting is characterized by a sampling rule, a decision rule, and a stopping rule, described as follows: Sampling rule: ( a t ) t ≥ 1 {\displaystyle (a_{t})_{t\geq 1}} is a sequence of actions at each time step Stopping rule: τ {\displaystyle \tau } is a (random) stopping time which suggests when to stop collecting samples Decision rule: a ^ τ {\displaystyle {\hat {a}}_{\tau }} is a guess on the best arm based on the data collected up to time τ {\displaystyle \tau } There are two predominant settings in BAI: Fixed budget setting: Given a time horizon T ≥ 1 {\displaystyle T\geq 1} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} minimizing probability of error δ {\displaystyle \delta } . Fixed confidence setting: Given a confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} with the least possible amount of trials and with probability of error P ( a ^ τ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau }\neq a^{\star })\leq \delta } . For example using a decision rule, we could use m 1 {\displaystyle m_{1}} where m {\displaystyle m} is the machine no.1 (you can use a different variable respectively) and 1 {\displaystyle 1} is the amount for each time an attempt is made at pulling the lever, where ∫ ∑ m 1 , m 2 , ( . . . ) = M {\displaystyle \int \sum m_{1},m_{2},(...)=M} , identify M {\displaystyle M} as the sum of each attempts m 1 + m 2 {\displaystyle m_{1}+m_{2}} , (...) as needed, and from there you can get a ratio, sum or mean as quantitative probability and sample your formulation for each slots. You can also do ∫ ∑ k ∝ i N − (

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  • Digital Michelangelo Project

    Digital Michelangelo Project

    The Digital Michelangelo Project was a pioneering initiative undertaken during the 1998–1999 academic year to digitize the sculptures and architecture of Michelangelo using advanced laser scanning technology. The project was led by a team of 30 faculty, staff, and students from Stanford University and the University of Washington, with the aim of creating high-resolution 3D models of Michelangelo's works for scholarly, educational, and preservation purposes. == Objectives == The primary goals of the Digital Michelangelo Project were: To apply recent advancements in laser rangefinder technology for digitizing large cultural artifacts. To create detailed digital archives of Michelangelo's sculptures and architectural spaces for future study and analysis. To explore potential educational and curatorial applications for 3D scanned data. === Artworks digitized === The project involved scanning several iconic works by Michelangelo, including: David The Unfinished Slaves (Atlas, Awakening, Bearded, and Youthful) St. Matthew The allegorical statues from the Medici tombs (Night, Day, Dawn, and Dusk) The architectural interiors of the Tribuna del David at the Galleria dell'Accademia and the New Sacristy in the Medici Chapels. == Technology and methodology == === 3D scanning === The project's primary scanner was a laser triangulation rangefinder mounted on a motorized gantry, custom-built by Cyberware Inc. The scanner used a laser sheet to project onto an object, capturing its shape through triangulation. Multiple scans were taken from various angles and combined into a single, detailed 3D mesh. The resolution achieved was fine enough to capture even Michelangelo's chisel marks, with triangles approximately 0.25 mm on each side. In addition to shape data, color data was captured using a spotlight and a secondary camera, enabling the creation of textured 3D models. === Data processing === The project developed a software suite for processing the scanned data. This included: Aligning and merging multiple scans into a seamless 3D model. Filling holes in the geometry caused by inaccessible areas. Correcting color data for lighting inconsistencies and shadowing. Non-photorealistic rendering techniques were also applied, highlighting surface features such as Michelangelo’s chisel marks for enhanced visualization. == Logistical challenges == The scale and complexity of the project presented several challenges: Data size: The dataset for David alone comprised 2 billion polygons and 7,000 color images, occupying 60 GB of storage. Artifact safety: Ensuring the safety of the statues during scanning required extensive crew training, foam-encased equipment, and collision-prevention mechanisms. == Applications and impact == The digitized models have numerous potential applications: Art history: Allowing precise measurements and geometric analysis, such as determining chisel types or evaluating structural balance. Education: Providing new ways to study art, including interactive viewing from unconventional angles and with custom lighting. Museum curation: Enhancing visitor experiences through interactive kiosks and virtual models. The project demonstrated the potential for 3D technology to preserve and disseminate cultural heritage. == Data distribution == The project's models are available through Stanford University for scholarly purposes, under strict licensing due to Italian intellectual property laws. === ScanView === To provide public access to the 3D models while respecting usage restrictions, the project developed ScanView, a client/server rendering system. ScanView allows users to view and interact with high-resolution 3D models without downloading the data. The client component consists of a freely available viewer program and simplified 3D models. Users can navigate these models locally, adjusting position, orientation, lighting, and surface appearance. When a user finalizes a view, the client queries a remote server for a high-resolution rendering of the model, which is sent back to overwrite the simplified version on the user’s screen. A typical query-response cycle takes 1–2 seconds, depending on network conditions. To protect the models from unauthorized reconstruction, the system employs several security measures, including: Encrypting queries Perturbing viewpoint and lighting parameters Adding noise and warping rendered images Compressing images before transmission ScanView operates on Windows-based PCs and provides access to selected models, including David and St. Matthew, as well as other artifacts such as fragments of the Forma Urbis Romae and items from the Stanford 3D Scanning Repository. == Sponsors == The Digital Michelangelo Project was supported by Stanford University, Interval Research Corporation, and the Paul G. Allen Foundation for the Arts.

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  • Hyperparameter (machine learning)

    Hyperparameter (machine learning)

    In machine learning, a hyperparameter is a parameter that can be set in order to define any configurable part of a model's learning process. Hyperparameters can be classified as either model hyperparameters (such as the topology and size of a neural network) or algorithm hyperparameters (such as the learning rate and the batch size of an optimizer). These are named hyperparameters in contrast to parameters, which are characteristics that the model learns from the data. Hyperparameters are not required by every model or algorithm. Some simple algorithms such as ordinary least squares regression require none. However, the LASSO algorithm, for example, adds a regularization hyperparameter to ordinary least squares which must be set before training. Even models and algorithms without a strict requirement to define hyperparameters may not produce meaningful results if these are not carefully chosen. However, optimal values for hyperparameters are not always easy to predict. Some hyperparameters may have no meaningful effect, or one important variable may be conditional upon the value of another. Often a separate process of hyperparameter tuning is needed to find a suitable combination for the data and task. As well as improving model performance, hyperparameters can be used by researchers to introduce robustness and reproducibility into their work, especially if it uses models that incorporate random number generation. == Considerations == The time required to train and test a model can depend upon the choice of its hyperparameters. A hyperparameter is usually of continuous or integer type, leading to mixed-type optimization problems. The existence of some hyperparameters is conditional upon the value of others, e.g. the size of each hidden layer in a neural network can be conditional upon the number of layers. === Difficulty-learnable parameters === The objective function is typically non-differentiable with respect to hyperparameters. As a result, in most instances, hyperparameters cannot be learned using gradient-based optimization methods (such as gradient descent), which are commonly employed to learn model parameters. These hyperparameters are those parameters describing a model representation that cannot be learned by common optimization methods, but nonetheless affect the loss function. An example would be the tolerance hyperparameter for errors in support vector machines. === Untrainable parameters === Sometimes, hyperparameters cannot be learned from the training data because they aggressively increase the capacity of a model and can push the loss function to an undesired minimum (overfitting to the data), as opposed to correctly mapping the richness of the structure in the data. For example, if we treat the degree of a polynomial equation fitting a regression model as a trainable parameter, the degree would increase until the model perfectly fit the data, yielding low training error, but poor generalization performance. === Tunability === Most performance variation can be attributed to just a few hyperparameters. The tunability of an algorithm, hyperparameter, or interacting hyperparameters is a measure of how much performance can be gained by tuning it. For an LSTM, while the learning rate followed by the network size are its most crucial hyperparameters, batching and momentum have no significant effect on its performance. Although some research has advocated the use of mini-batch sizes in the thousands, other work has found the best performance with mini-batch sizes between 2 and 32. === Robustness === An inherent stochasticity in learning directly implies that the empirical hyperparameter performance is not necessarily its true performance. Methods that are not robust to simple changes in hyperparameters, random seeds, or even different implementations of the same algorithm cannot be integrated into mission critical control systems without significant simplification and robustification. Reinforcement learning algorithms, in particular, require measuring their performance over a large number of random seeds, and also measuring their sensitivity to choices of hyperparameters. Their evaluation with a small number of random seeds does not capture performance adequately due to high variance. Some reinforcement learning methods, e.g. DDPG (Deep Deterministic Policy Gradient), are more sensitive to hyperparameter choices than others. == Optimization == Hyperparameter optimization finds a tuple of hyperparameters that yields an optimal model which minimizes a predefined loss function on given test data. The objective function takes a tuple of hyperparameters and returns the associated loss. Typically these methods are not gradient based, and instead apply concepts from derivative-free optimization or black box optimization. == Reproducibility == Apart from tuning hyperparameters, machine learning involves storing and organizing the parameters and results, and making sure they are reproducible. In the absence of a robust infrastructure for this purpose, research code often evolves quickly and compromises essential aspects like bookkeeping and reproducibility. Online collaboration platforms for machine learning go further by allowing scientists to automatically share, organize and discuss experiments, data, and algorithms. Reproducibility can be particularly difficult for deep learning models. For example, research has shown that deep learning models depend very heavily even on the random seed selection of the random number generator.

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  • Artificial consciousness

    Artificial consciousness

    Artificial consciousness, also known as machine consciousness, synthetic consciousness, or digital consciousness, is consciousness hypothesized to be possible for artificial intelligence. It is also the corresponding field of study, which draws insights from philosophy of mind, philosophy of artificial intelligence, cognitive science and neuroscience. The term "sentience" can be used when specifically designating ethical considerations stemming from a form of phenomenal consciousness (P-consciousness, or the ability to feel qualia). Since sentience involves the ability to experience ethically positive or negative (i.e., valenced) mental states, it may justify welfare concerns and legal protection, as with non-human animals. Some scholars believe that consciousness is generated by the interoperation of various parts of the brain; these mechanisms are labeled the neural correlates of consciousness (NCC). Some further believe that constructing a system (e.g., a computer system) that can emulate this NCC interoperation would result in a system that is conscious. Some scholars reject the possibility of non-biological conscious beings. == Philosophical views == As there are many hypothesized types of consciousness, there are many potential implementations of artificial consciousness. In the philosophical literature, perhaps the most common taxonomy of consciousness is into "access" and "phenomenal" variants. Access consciousness concerns those aspects of experience that can be apprehended, while phenomenal consciousness concerns those aspects of experience that seemingly cannot be apprehended, instead being characterized qualitatively in terms of "raw feels", "what it is like" or qualia. === Plausibility debate === Type-identity theorists and other skeptics hold the view that consciousness can be realized only in particular physical systems because consciousness has properties that necessarily depend on physical constitution. In his 2001 article "Artificial Consciousness: Utopia or Real Possibility," Giorgio Buttazzo says that a common objection to artificial consciousness is that, "Working in a fully automated mode, they [the computers] cannot exhibit creativity, unreprogrammation (which means can 'no longer be reprogrammed', from rethinking), emotions, or free will. A computer, like a washing machine, is a slave operated by its components." For other theorists (e.g., functionalists), who define mental states in terms of causal roles, any system that can instantiate the same pattern of causal roles, regardless of physical constitution, will instantiate the same mental states, including consciousness. ==== Thought experiments ==== David Chalmers proposed two thought experiments intending to demonstrate that "functionally isomorphic" systems (those with the same "fine-grained functional organization", i.e., the same information processing) will have qualitatively identical conscious experiences, regardless of whether they are based on biological neurons or digital hardware. The "fading qualia" is a reductio ad absurdum thought experiment. It involves replacing, one by one, the neurons of a brain with a functionally identical component, for example based on a silicon chip. Chalmers makes the hypothesis, knowing it in advance to be absurd, that "the qualia fade or disappear" when neurons are replaced one-by-one with identical silicon equivalents. Since the original neurons and their silicon counterparts are functionally identical, the brain's information processing should remain unchanged, and the subject's behaviour and introspective reports would stay exactly the same. Chalmers argues that this leads to an absurd conclusion: the subject would continue to report normal conscious experiences even as their actual qualia fade away. He concludes that the subject's qualia actually don't fade, and that the resulting robotic brain, once every neuron is replaced, would remain just as sentient as the original biological brain. Similarly, the "dancing qualia" thought experiment is another reductio ad absurdum argument. It supposes that two functionally isomorphic systems could have different perceptions (for instance, seeing the same object in different colors, like red and blue). It involves a switch that alternates between a chunk of brain that causes the perception of red, and a functionally isomorphic silicon chip, that causes the perception of blue. Since both perform the same function within the brain, the subject would not notice any change during the switch. Chalmers argues that this would be highly implausible if the qualia were truly switching between red and blue, hence the contradiction. Therefore, he concludes that the equivalent digital system would not only experience qualia, but it would perceive the same qualia as the biological system (e.g., seeing the same color). Greg Egan's short story Learning To Be Me (mentioned in §In fiction), illustrates how undetectable duplication of the brain and its functionality could be from a first-person perspective. Critics object that Chalmers' proposal begs the question in assuming that all mental properties and external connections are already sufficiently captured by abstract causal organization. Van Heuveln et al. argue that the dancing qualia argument contains an equivocation fallacy, conflating a "change in experience" between two systems with an "experience of change" within a single system. Mogensen argues that the fading qualia argument can be resisted by appealing to vagueness at the boundaries of consciousness and the holistic structure of conscious neural activity, which suggests consciousness may require specific biological substrates rather than being substrate-independent. Anil Seth argues that the complexity of brain neurons intrinsically matters in addition to their function and that it is not possible to replace any part of the brain with a perfect silicon equivalent. He points out that some of biological neurons exhibit activity aimed at cleaning up metabolic waste products, and writes that a perfect silicon replacement would require a silicon-based metabolism, but silicon is not suitable for creating such artificial metabolism. ==== In large language models ==== In 2022, Google engineer Blake Lemoine made a viral claim that Google's LaMDA chatbot was sentient. Lemoine supplied as evidence the chatbot's humanlike answers to many of his questions; however, the chatbot's behavior was judged by the scientific community as likely a consequence of mimicry, rather than machine sentience. Lemoine's claim was widely derided for being ridiculous. Moreover, attributing consciousness based solely on the basis of LLM outputs or the immersive experience created by an algorithm is considered a fallacy. However, while philosopher Nick Bostrom states that LaMDA is unlikely to be conscious, he additionally poses the question of "what grounds would a person have for being sure about it?" One would have to have access to unpublished information about LaMDA's architecture, and also would have to understand how consciousness works, and then figure out how to map the philosophy onto the machine: "(In the absence of these steps), it seems like one should be maybe a little bit uncertain. [...] there could well be other systems now, or in the relatively near future, that would start to satisfy the criteria." David Chalmers argued in 2023 that LLMs today display impressive conversational and general intelligence abilities, but are likely not conscious yet, as they lack some features that may be necessary, such as recurrent processing, a global workspace, and unified agency. Nonetheless, he considers that non-biological systems can be conscious, and suggested that future, extended models (LLM+s) incorporating these elements might eventually meet the criteria for consciousness, raising both profound scientific questions and significant ethical challenges. However, the view that consciousness can exist without biological phenomena is controversial and some reject it. Kristina Šekrst cautions that anthropomorphic terms such as "hallucination" can obscure important ontological differences between artificial and human cognition. While LLMs may produce human-like outputs, she argues that it does not justify ascribing mental states or consciousness to them. Instead, she advocates for an epistemological framework (such as reliabilism) that recognizes the distinct nature of AI knowledge production. She suggests that apparent understanding in LLMs may be a sophisticated form of AI hallucination. She also questions what would happen if an LLM were trained without any mention of consciousness. === Testing === Sentience is an inherently first-person phenomenon. Because of that, and due to the lack of an empirical definition of sentience, directly measuring it may be impossible. Although systems may display numerous behaviors correlated with sentience, determining whether a system is sentient is known as the hard pr

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