Maximum Inner-product Search
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Maximum Inner-product Search
Maximum inner-product search (MIPS) is a search problem, with a corresponding class of search algorithms which attempt to maximise the inner product between a query and the data items to be retrieved. MIPS algorithms are used in a wide variety of big data applications, including recommendation algorithms and machine learning. Formally, for a database of vectors x_i defined over a set of labels S in an inner product space with an inner product \langle \cdot, \cdot \rangle defined on it, MIPS search can be defined as the problem of determining :\underset\ \langle x_i, q \rangle for a given query q. Although there is an obvious linear-time implementation, it is generally too slow to be used on practical problems. However, efficient algorithms exist to speed up MIPS search. MIPS can be viewed as equivalent to a nearest neighbor search (NNS) problem in which maximizing the inner product is equivalent to minimizing the corresponding distance metric in the NNS problem. Like other ...
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Search Problem
In computational complexity theory and computability theory, a search problem is a type of computational problem represented by a binary relation. If ''R'' is a binary relation such that field(''R'') ⊆ Γ+ and ''T'' is a Turing machine, then ''T'' calculates ''R'' if: * If ''x'' is such that there is some ''y'' such that ''R''(''x'', ''y'') then ''T'' accepts ''x'' with output ''z'' such that ''R''(''x'', ''z'') (there may be multiple ''y'', and ''T'' need only find one of them) * If ''x'' is such that there is no ''y'' such that ''R''(''x'', ''y'') then ''T'' rejects ''x'' Intuitively, the problem consists in finding structure "y" in object "x". An algorithm is said to solve the problem if at least one corresponding structure exists, and then one occurrence of this structure is made output; otherwise, the algorithm stops with an appropriate output ("Item not found" or any message of the like). Such problems occur very frequently in graph theory, for example, where searching g ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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Inner Product Space
In mathematics, an inner product space (or, rarely, a Hausdorff pre-Hilbert space) is a real vector space or a complex vector space with an operation called an inner product. The inner product of two vectors in the space is a scalar, often denoted with angle brackets such as in \langle a, b \rangle. Inner products allow formal definitions of intuitive geometric notions, such as lengths, angles, and orthogonality (zero inner product) of vectors. Inner product spaces generalize Euclidean vector spaces, in which the inner product is the dot product or ''scalar product'' of Cartesian coordinates. Inner product spaces of infinite dimension are widely used in functional analysis. Inner product spaces over the field of complex numbers are sometimes referred to as unitary spaces. The first usage of the concept of a vector space with an inner product is due to Giuseppe Peano, in 1898. An inner product naturally induces an associated norm, (denoted , x, and , y, in the picture); so, ...
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Recommendation Algorithm
A recommender system, or a recommendation system (sometimes replacing 'system' with a synonym such as platform or engine), is a subclass of information filtering system that provide suggestions for items that are most pertinent to a particular user. Typically, the suggestions refer to various decision-making processes, such as what product to purchase, what music to listen to, or what online news to read. Recommender systems are particularly useful when an individual needs to choose an item from a potentially overwhelming number of items that a service may offer. Recommender systems are used in a variety of areas, with commonly recognised examples taking the form of playlist generators for video and music services, product recommenders for online stores, or content recommenders for social media platforms and open web content recommenders.Pankaj Gupta, Ashish Goel, Jimmy Lin, Aneesh Sharma, Dong Wang, and Reza Bosagh ZadeWTF:The who-to-follow system at Twitter Proceedings of the ...
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Machine Learning
Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine learning algorithms build a model based on sample data, known as training data, in order to make predictions or decisions without being explicitly programmed to do so. Machine learning algorithms are used in a wide variety of applications, such as in medicine, email filtering, speech recognition, agriculture, and computer vision, where it is difficult or unfeasible to develop conventional algorithms to perform the needed tasks.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Voronoi-Based Multi-Robot Autonomous Exploration in Unknown Environments via Deep Reinforcement Learning IEEE Transactions on Vehicular Technology, 2020. A subset of machine learning is closely related to computational statistics, which focuses on making predicti ...
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Inner Product Space
In mathematics, an inner product space (or, rarely, a Hausdorff pre-Hilbert space) is a real vector space or a complex vector space with an operation called an inner product. The inner product of two vectors in the space is a scalar, often denoted with angle brackets such as in \langle a, b \rangle. Inner products allow formal definitions of intuitive geometric notions, such as lengths, angles, and orthogonality (zero inner product) of vectors. Inner product spaces generalize Euclidean vector spaces, in which the inner product is the dot product or ''scalar product'' of Cartesian coordinates. Inner product spaces of infinite dimension are widely used in functional analysis. Inner product spaces over the field of complex numbers are sometimes referred to as unitary spaces. The first usage of the concept of a vector space with an inner product is due to Giuseppe Peano, in 1898. An inner product naturally induces an associated norm, (denoted , x, and , y, in the picture); so, ...
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Linear-time
In computer science, the time complexity is the computational complexity that describes the amount of computer time it takes to run an algorithm. Time complexity is commonly estimated by counting the number of elementary operations performed by the algorithm, supposing that each elementary operation takes a fixed amount of time to perform. Thus, the amount of time taken and the number of elementary operations performed by the algorithm are taken to be related by a constant factor. Since an algorithm's running time may vary among different inputs of the same size, one commonly considers the worst-case time complexity, which is the maximum amount of time required for inputs of a given size. Less common, and usually specified explicitly, is the average-case complexity, which is the average of the time taken on inputs of a given size (this makes sense because there are only a finite number of possible inputs of a given size). In both cases, the time complexity is generally expresse ...
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Nearest Neighbor Search
Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest (or most similar) to a given point. Closeness is typically expressed in terms of a dissimilarity function: the less similar the objects, the larger the function values. Formally, the nearest-neighbor (NN) search problem is defined as follows: given a set ''S'' of points in a space ''M'' and a query point ''q'' ∈ ''M'', find the closest point in ''S'' to ''q''. Donald Knuth in vol. 3 of ''The Art of Computer Programming'' (1973) called it the post-office problem, referring to an application of assigning to a residence the nearest post office. A direct generalization of this problem is a ''k''-NN search, where we need to find the ''k'' closest points. Most commonly ''M'' is a metric space and dissimilarity is expressed as a distance metric, which is symmetric and satisfies the triangle inequality. Even more common, ''M'' is taken ...
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Distance Metric
In mathematics, a metric space is a set together with a notion of ''distance'' between its elements, usually called points. The distance is measured by a function called a metric or distance function. Metric spaces are the most general setting for studying many of the concepts of mathematical analysis and geometry. The most familiar example of a metric space is 3-dimensional Euclidean space with its usual notion of distance. Other well-known examples are a sphere equipped with the angular distance and the hyperbolic plane. A metric may correspond to a metaphorical, rather than physical, notion of distance: for example, the set of 100-character Unicode strings can be equipped with the Hamming distance, which measures the number of characters that need to be changed to get from one string to another. Since they are very general, metric spaces are a tool used in many different branches of mathematics. Many types of mathematical objects have a natural notion of distance and ...
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DeepMind
DeepMind Technologies is a British artificial intelligence subsidiary of Alphabet Inc. and research laboratory founded in 2010. DeepMind was List of mergers and acquisitions by Google, acquired by Google in 2014 and became a wholly owned subsidiary of Alphabet Inc., Alphabet Inc, after Google's restructuring in 2015. The company is based in London, with research centres in Canada, France, and the United States. DeepMind has created a neural network that learns how to play video games in a fashion similar to that of humans, as well as a Neural Turing machine, or a neural network that may be able to access an external memory like a conventional Turing machine, resulting in a computer that mimics the short-term memory of the human brain. DeepMind made headlines in 2016 after its AlphaGo program beat a human professional Go (game), Go player Lee Sedol, a world champion, in AlphaGo versus Lee Sedol, a five-game match, which was the subject of a documentary film. A more general progr ...
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RETRO (algorithm)
Retro style is imitative or consciously derivative of lifestyles, trends, or art forms from history, including in music, modes, fashions, or attitudes. In popular culture, the "nostalgia cycle" is typically for the two decades that begin 20–30 years ago. Definition The term ''retro'' has been in use since 1972 to describe on the one hand, new artifacts that self-consciously refer to particular modes, motifs, techniques, and materials of the past. But on the other hand, many people use the term to categorize styles that have been created in the past. Retro style refers to new things that display characteristics of the past. Unlike the historicism of the Romantic generations, it is mostly the recent past that retro seeks to recapitulate, focusing on the products, fashions, and artistic styles produced since the Industrial Revolution, the successive styles of Modernity. The English word ''retro'' derives from the Latin prefix ''retro'', meaning backwards, or in past times. In Fra ...
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Nearest Neighbor Search
Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest (or most similar) to a given point. Closeness is typically expressed in terms of a dissimilarity function: the less similar the objects, the larger the function values. Formally, the nearest-neighbor (NN) search problem is defined as follows: given a set ''S'' of points in a space ''M'' and a query point ''q'' ∈ ''M'', find the closest point in ''S'' to ''q''. Donald Knuth in vol. 3 of ''The Art of Computer Programming'' (1973) called it the post-office problem, referring to an application of assigning to a residence the nearest post office. A direct generalization of this problem is a ''k''-NN search, where we need to find the ''k'' closest points. Most commonly ''M'' is a metric space and dissimilarity is expressed as a distance metric, which is symmetric and satisfies the triangle inequality. Even more common, ''M'' is taken ...
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