Recurrent neural networkA recurrent neural network (RNN) is one of the two broad types of artificial neural network, characterized by direction of the flow of information between its layers. In contrast to uni-directional feedforward neural network, it is a bi-directional artificial neural network, meaning that it allows the output from some nodes to affect subsequent input to the same nodes. Their ability to use internal state (memory) to process arbitrary sequences of inputs makes them applicable to tasks such as unsegmented, connected handwriting recognition or speech recognition.
Feedforward neural networkA feedforward neural network (FNN) is one of the two broad types of artificial neural network, characterized by direction of the flow of information between its layers. Its flow is uni-directional, meaning that the information in the model flows in only one direction—forward—from the input nodes, through the hidden nodes (if any) and to the output nodes, without any cycles or loops, in contrast to recurrent neural networks, which have a bi-directional flow.
Multilayer perceptronA multilayer perceptron (MLP) is a misnomer for a modern feedforward artificial neural network, consisting of fully connected neurons with a nonlinear kind of activation function, organized in at least three layers, notable for being able to distinguish data that is not linearly separable. It is a misnomer because the original perceptron used a Heaviside step function, instead of a nonlinear kind of activation function (used by modern networks).
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.
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.
Perceptrons (book)Perceptrons: an introduction to computational geometry is a book written by Marvin Minsky and Seymour Papert and published in 1969. An edition with handwritten corrections and additions was released in the early 1970s. An expanded edition was further published in 1987, containing a chapter dedicated to counter the criticisms made of it in the 1980s. The main subject of the book is the perceptron, a type of artificial neural network developed in the late 1950s and early 1960s.
PerceptronIn machine learning, the perceptron (or McCulloch-Pitts neuron) is an algorithm for supervised learning of binary classifiers. A binary classifier is a function which can decide whether or not an input, represented by a vector of numbers, belongs to some specific class. It is a type of linear classifier, i.e. a classification algorithm that makes its predictions based on a linear predictor function combining a set of weights with the feature vector.
Types of artificial neural networksThere are many types of artificial neural networks (ANN). Artificial neural networks are computational models inspired by biological neural networks, and are used to approximate functions that are generally unknown. Particularly, they are inspired by the behaviour of neurons and the electrical signals they convey between input (such as from the eyes or nerve endings in the hand), processing, and output from the brain (such as reacting to light, touch, or heat). The way neurons semantically communicate is an area of ongoing research.
Statistical mechanicsIn physics, statistical mechanics is a mathematical framework that applies statistical methods and probability theory to large assemblies of microscopic entities. It does not assume or postulate any natural laws, but explains the macroscopic behavior of nature from the behavior of such ensembles. Sometimes called statistical physics or statistical thermodynamics, its applications include many problems in the fields of physics, biology, chemistry, and neuroscience.
Graphical modelA graphical model or probabilistic graphical model (PGM) or structured probabilistic model is a probabilistic model for which a graph expresses the conditional dependence structure between random variables. They are commonly used in probability theory, statistics—particularly Bayesian statistics—and machine learning. Generally, probabilistic graphical models use a graph-based representation as the foundation for encoding a distribution over a multi-dimensional space and a graph that is a compact or factorized representation of a set of independences that hold in the specific distribution.
Factor graphA factor graph is a bipartite graph representing the factorization of a function. In probability theory and its applications, factor graphs are used to represent factorization of a probability distribution function, enabling efficient computations, such as the computation of marginal distributions through the sum-product algorithm. One of the important success stories of factor graphs and the sum-product algorithm is the decoding of capacity-approaching error-correcting codes, such as LDPC and turbo codes.
Belief propagationBelief propagation, also known as sum–product message passing, is a message-passing algorithm for performing inference on graphical models, such as Bayesian networks and Markov random fields. It calculates the marginal distribution for each unobserved node (or variable), conditional on any observed nodes (or variables). Belief propagation is commonly used in artificial intelligence and information theory, and has demonstrated empirical success in numerous applications, including low-density parity-check codes, turbo codes, free energy approximation, and satisfiability.
Machine learningMachine learning (ML) is an umbrella term for solving problems for which development of algorithms by human programmers would be cost-prohibitive, and instead the problems are solved by helping machines 'discover' their 'own' algorithms, without needing to be explicitly told what to do by any human-developed algorithms. Recently, generative artificial neural networks have been able to surpass results of many previous approaches.
Machine translationMachine translation is use of either rule-based or probabilistic (i.e. statistical and, most recently, neural network-based) machine learning approaches to translation of text or speech from one language to another, including the contextual, idiomatic and pragmatic nuances of both languages. History of machine translation The origins of machine translation can be traced back to the work of Al-Kindi, a ninth-century Arabic cryptographer who developed techniques for systemic language translation, including cryptanalysis, frequency analysis, and probability and statistics, which are used in modern machine translation.
Graphical user interfaceThe graphical user interface, or GUI (ˌdʒi:juːˈaɪ or ˈɡu:i ), is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements.
Widget toolkitA widget toolkit, widget library, GUI toolkit, or UX library is a library or a collection of libraries containing a set of graphical control elements (called widgets) used to construct the graphical user interface (GUI) of programs. Most widget toolkits additionally include their own rendering engine. This engine can be specific to a certain operating system or windowing system or contain back-ends to interface with more multiple ones and also with rendering APIs such as OpenGL, OpenVG, or EGL.
Input/outputIn computing, input/output (I/O, i/o, or informally io or IO) is the communication between an information processing system, such as a computer, and the outside world, possibly a human or another information processing system. Inputs are the signals or data received by the system and outputs are the signals or data sent from it. The term can also be used as part of an action; to "perform I/O" is to perform an input or output operation. are the pieces of hardware used by a human (or other system) to communicate with a computer.
Output deviceAn output device is a piece of computer hardware that converts information into a human-perceptible form or, historically, into a physical machine-readable form for use with other non-computerized equipment. It can be text, graphics, tactile, audio, or video. Examples include monitors, printers, speakers, headphones, projectors, GPS devices, optical mark readers, and braille readers.