Deep learningDeep learning is part of a broader family of machine learning methods, which is based on artificial neural networks with representation learning. The adjective "deep" in deep learning refers to the use of multiple layers in the network. Methods used can be either supervised, semi-supervised or unsupervised.
Q-learningQ-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), 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.
Deep reinforcement learningDeep reinforcement learning (deep RL) is a subfield of machine learning that combines reinforcement learning (RL) and deep learning. RL considers the problem of a computational agent learning to make decisions by trial and error. Deep RL incorporates deep learning into the solution, allowing agents to make decisions from unstructured input data without manual engineering of the state space. Deep RL algorithms are able to take in very large inputs (e.g.
Artificial neural networkArtificial neural networks (ANNs, also shortened to neural networks (NNs) or neural nets) are a branch of machine learning models that are built using principles of neuronal organization discovered by connectionism in the biological neural networks constituting animal brains. An ANN is based on a collection of connected units or nodes called artificial neurons, which loosely model the neurons in a biological brain. Each connection, like the synapses in a biological brain, can transmit a signal to other neurons.
Mathematical optimizationMathematical optimization (alternatively spelled optimisation) or mathematical programming is the selection of a best element, with regard to some criterion, from some set of available alternatives. It is generally divided into two subfields: discrete optimization and continuous optimization. Optimization problems arise in all quantitative disciplines from computer science and engineering to operations research and economics, and the development of solution methods has been of interest in mathematics for centuries.
Reinforcement learningReinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected.
Constrained optimizationIn mathematical optimization, constrained optimization (in some contexts called constraint optimization) is the process of optimizing an objective function with respect to some variables in the presence of constraints on those variables. The objective function is either a cost function or energy function, which is to be minimized, or a reward function or utility function, which is to be maximized.
Convex optimizationConvex optimization is a subfield of mathematical optimization that studies the problem of minimizing convex functions over convex sets (or, equivalently, maximizing concave functions over convex sets). Many classes of convex optimization problems admit polynomial-time algorithms, whereas mathematical optimization is in general NP-hard.
Neural networkA neural network can refer to a neural circuit of biological neurons (sometimes also called a biological neural network), a network of artificial neurons or nodes in the case of an artificial neural network. Artificial neural networks are used for solving artificial intelligence (AI) problems; they model connections of biological neurons as weights between nodes. A positive weight reflects an excitatory connection, while negative values mean inhibitory connections. All inputs are modified by a weight and summed.
HyperplaneIn geometry, a hyperplane is a subspace whose dimension is one less than that of its ambient space. For example, if a space is 3-dimensional then its hyperplanes are the 2-dimensional planes, while if the space is 2-dimensional, its hyperplanes are the 1-dimensional lines. This notion can be used in any general space in which the concept of the dimension of a subspace is defined. In different settings, hyperplanes may have different properties.
Graph neural networkA graph neural network (GNN) is a class of artificial neural networks for processing data that can be represented as graphs. In the more general subject of "geometric deep learning", certain existing neural network architectures can be interpreted as GNNs operating on suitably defined graphs. Convolutional neural networks, in the context of computer vision, can be seen as a GNN applied to graphs structured as grids of pixels. Transformers, in the context of natural language processing, can be seen as GNNs applied to complete graphs whose nodes are words in a sentence.
Hyperplane separation theoremIn geometry, the hyperplane separation theorem is a theorem about disjoint convex sets in n-dimensional Euclidean space. There are several rather similar versions. In one version of the theorem, if both these sets are closed and at least one of them is compact, then there is a hyperplane in between them and even two parallel hyperplanes in between them separated by a gap. In another version, if both disjoint convex sets are open, then there is a hyperplane in between them, but not necessarily any gap.
24-cell honeycombIn four-dimensional Euclidean geometry, the 24-cell honeycomb, or icositetrachoric honeycomb is a regular space-filling tessellation (or honeycomb) of 4-dimensional Euclidean space by regular 24-cells. It can be represented by Schläfli symbol {3,4,3,3}. The dual tessellation by regular 16-cell honeycomb has Schläfli symbol {3,3,4,3}. Together with the tesseractic honeycomb (or 4-cubic honeycomb) these are the only regular tessellations of Euclidean 4-space. The 24-cell honeycomb can be constructed as the Voronoi tessellation of the D4 or F4 root lattice.
Four-dimensional spaceFour-dimensional space (4D) is the mathematical extension of the concept of three-dimensional space (3D). Three-dimensional space is the simplest possible abstraction of the observation that one needs only three numbers, called dimensions, to describe the sizes or locations of objects in the everyday world. For example, the volume of a rectangular box is found by measuring and multiplying its length, width, and height (often labeled x, y, and z).
Six-dimensional spaceSix-dimensional space is any space that has six dimensions, six degrees of freedom, and that needs six pieces of data, or coordinates, to specify a location in this space. There are an infinite number of these, but those of most interest are simpler ones that model some aspect of the environment. Of particular interest is six-dimensional Euclidean space, in which 6-polytopes and the 5-sphere are constructed. Six-dimensional elliptical space and hyperbolic spaces are also studied, with constant positive and negative curvature.
Three-dimensional spaceIn geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (coordinates) are required to determine the position of a point. Most commonly, it is the three-dimensional Euclidean space, the Euclidean n-space of dimension n=3 that models physical space. More general three-dimensional spaces are called 3-manifolds. Technically, a tuple of n numbers can be understood as the Cartesian coordinates of a location in a n-dimensional Euclidean space.
Proportional representationProportional representation (PR) refers to a type of electoral system under which subgroups of an electorate are reflected proportionately in the elected body. The concept applies mainly to political divisions (political parties) among voters. The essence of such systems is that all votes cast - or almost all votes cast - contribute to the result and are effectively used to help elect someone - not just a bare plurality or (exclusively) the majority - and that the system produces mixed, balanced representation reflecting how votes are cast.
5-cellIn geometry, the 5-cell is the convex 4-polytope with Schläfli symbol {3,3,3}. It is a 5-vertex four-dimensional object bounded by five tetrahedral cells. It is also known as a C5, pentachoron, pentatope, pentahedroid, or tetrahedral pyramid. It is the 4-simplex (Coxeter's polytope), the simplest possible convex 4-polytope, and is analogous to the tetrahedron in three dimensions and the triangle in two dimensions. The 5-cell is a 4-dimensional pyramid with a tetrahedral base and four tetrahedral sides.
Cartesian coordinate systemIn geometry, a Cartesian coordinate system (UKkɑːrˈtiːzjən, USkɑːrˈtiʒən) in a plane is a coordinate system that specifies each point uniquely by a pair of real numbers called coordinates, which are the signed distances to the point from two fixed perpendicular oriented lines, called coordinate lines, coordinate axes or just axes (plural of axis) of the system. The point where they meet is called the origin and has (0, 0) as coordinates.
Single transferable voteThe single transferable vote (STV) is a multi-winner electoral system in which each voter casts a single vote in the form of a ranked-choice ballot. Voters have the option to rank candidates, and their vote may be transferred according to alternate preferences if their preferred candidate is eliminated or elected with surplus votes, so that their vote is used to elect someone they prefer over others in the running. STV aims to approach proportional representation based on votes cast in the district where it is used, so that each vote is worth about the same as another.