N-gramn-gram is a series of n adjacent letters (including punctuation marks and blanks), syllables, or rarely whole words found in a language dataset; or adjacent phonemes extracted from a speech-recording dataset, or adjacent base pairs extracted from a genome. They are collected from a text or speech corpus. If Latin numerical prefixes are used, then n-gram of size 1 is called a "unigram", size 2 a "bigram" (or, less commonly, a "digram") etc. If, instead of the Latin ones, the English cardinal numbers are furtherly used, then they are called "four-gram", "five-gram", etc.
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.
Leaky bucketThe leaky bucket is an algorithm based on an analogy of how a bucket with a constant leak will overflow if either the average rate at which water is poured in exceeds the rate at which the bucket leaks or if more water than the capacity of the bucket is poured in all at once. It can be used to determine whether some sequence of discrete events conforms to defined limits on their average and peak rates or frequencies, e.g. to limit the actions associated with these events to these rates or delay them until they do conform to the rates.
Optical character recognitionOptical character recognition or optical character reader (OCR) is the electronic or mechanical conversion of s of typed, handwritten or printed text into machine-encoded text, whether from a scanned document, a photo of a document, a scene photo (for example the text on signs and billboards in a landscape photo) or from subtitle text superimposed on an image (for example: from a television broadcast).
Gesture recognitionGesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition since they are all expressions. Users can make simple gestures to control or interact with devices without physically touching them.
Facial recognition systemA facial recognition system is a technology potentially capable of matching a human face from a or a video frame against a database of faces. Such a system is typically employed to authenticate users through ID verification services, and works by pinpointing and measuring facial features from a given image. Development began on similar systems in the 1960s, beginning as a form of computer application. Since their inception, facial recognition systems have seen wider uses in recent times on smartphones and in other forms of technology, such as robotics.
Automatic summarizationAutomatic summarization is the process of shortening a set of data computationally, to create a subset (a summary) that represents the most important or relevant information within the original content. Artificial intelligence algorithms are commonly developed and employed to achieve this, specialized for different types of data. Text summarization is usually implemented by natural language processing methods, designed to locate the most informative sentences in a given document.
Traffic shapingTraffic shaping is a bandwidth management technique used on computer networks which delays some or all datagrams to bring them into compliance with a desired traffic profile. Traffic shaping is used to optimize or guarantee performance, improve latency, or increase usable bandwidth for some kinds of packets by delaying other kinds. It is often confused with traffic policing, the distinct but related practice of packet dropping and packet marking. The most common type of traffic shaping is application-based traffic shaping.
Affective computingAffective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book Affective Computing published by MIT Press.
Large language modelA large language model (LLM) is a language model characterized by its large size. Their size is enabled by AI accelerators, which are able to process vast amounts of text data, mostly scraped from the Internet. The artificial neural networks which are built can contain from tens of millions and up to billions of weights and are (pre-)trained using self-supervised learning and semi-supervised learning. Transformer architecture contributed to faster training.