Generative adversarial networkA generative adversarial network (GAN) is a class of machine learning framework and a prominent framework for approaching generative AI. The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. In a GAN, two neural networks contest with each other in the form of a zero-sum game, where one agent's gain is another agent's loss. Given a training set, this technique learns to generate new data with the same statistics as the training set.
Neural architecture searchNeural architecture search (NAS) is a technique for automating the design of artificial neural networks (ANN), a widely used model in the field of machine learning. NAS has been used to design networks that are on par or outperform hand-designed architectures. Methods for NAS can be categorized according to the search space, search strategy and performance estimation strategy used: The search space defines the type(s) of ANN that can be designed and optimized. The search strategy defines the approach used to explore the search space.
Scikit-learnscikit-learn (formerly scikits.learn and also known as sklearn) is a free software machine learning library for the Python programming language. It features various classification, regression and clustering algorithms including support-vector machines, random forests, gradient boosting, k-means and DBSCAN, and is designed to interoperate with the Python numerical and scientific libraries NumPy and SciPy. Scikit-learn is a NumFOCUS fiscally sponsored project. The scikit-learn project started as scikits.
Knowledge transferKnowledge transfer is the sharing or disseminating of knowledge and the providing of inputs to problem solving. In organizational theory, knowledge transfer is the practical problem of transferring knowledge from one part of the organization to another. Like knowledge management, knowledge transfer seeks to organize, create, capture or distribute knowledge and ensure its availability for future users. It is considered to be more than just a communication problem.
AutoencoderAn autoencoder is a type of artificial neural network used to learn efficient codings of unlabeled data (unsupervised learning). An autoencoder learns two functions: an encoding function that transforms the input data, and a decoding function that recreates the input data from the encoded representation. The autoencoder learns an efficient representation (encoding) for a set of data, typically for dimensionality reduction. Variants exist, aiming to force the learned representations to assume useful properties.
Boltzmann machineA Boltzmann machine (also called Sherrington–Kirkpatrick model with external field or stochastic Ising–Lenz–Little model) is a stochastic spin-glass model with an external field, i.e., a Sherrington–Kirkpatrick model, that is a stochastic Ising model. It is a statistical physics technique applied in the context of cognitive science. It is also classified as a Markov random field. Boltzmann machines are theoretically intriguing because of the locality and Hebbian nature of their training algorithm (being trained by Hebb's rule), and because of their parallelism and the resemblance of their dynamics to simple physical processes.
Object-oriented programmingObject-Oriented Programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or properties), and the code is in the form of procedures (often known as methods). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object.
Object modelIn computing, object model has two related but distinct meanings: The properties of objects in general in a specific computer programming language, technology, notation or methodology that uses them. Examples are the object models of Java, the Component Object Model (COM), or Object-Modeling Technique (OMT). Such object models are usually defined using concepts such as class, generic function, message, inheritance, polymorphism, and encapsulation.
Object (computer science)In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers. In the object-oriented programming paradigm, an object can be a combination of variables, functions, and data structures; in particular in class-based variations of the paradigm, an object refers to a particular instance of a class. In the relational model of database management, an object can be a table or column, or an association between data and a database entity (such as relating a person's age to a specific person).
Object lifetimeIn object-oriented programming (OOP), the object lifetime (or life cycle) of an object is the time between an object's creation and its destruction. Rules for object lifetime vary significantly between languages, in some cases between implementations of a given language, and lifetime of a particular object may vary from one run of the program to another. In some cases, object lifetime coincides with variable lifetime of a variable with that object as value (both for static variables and automatic variables), but in general, object lifetime is not tied to the lifetime of any one variable.