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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Wilmington 1898 — An American Coup

Wilmington, North Carolina once had a thriving Black middle class and an elected interracial government. In 1898 white supremacists used violence to overthrow that government, kill Black residents and drive many others from the city.

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BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
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Wikipedia

Learning automaton

A learning automaton is one type of machine learning algorithm studied since 1970s. Learning automata select their current action based on past experiences from the environment. It will fall into the range of reinforcement learning if the environment is stochastic and a Markov decision process (MDP) is used.

History

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Research in learning automata can be traced back to the work of Michael Lvovitch Tsetlin in the early 1960s in the Soviet Union. Together with some colleagues, he published a collection of papers on how to use matrices to describe automata functions. Additionally, Tsetlin worked on reasonable and collective automata behaviour, and on automata games. Learning automata were also investigated by researches in the United States in the 1960s. However, the term learning automaton was not used until Narendra and Thathachar introduced it in a survey paper in 1974.

Definition

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A learning automaton is an adaptive decision-making unit situated in a random environment that learns the optimal action through repeated interactions with its environment. The actions are chosen according to a specific probability distribution which is updated based on the environment response the automaton obtains by performing a particular action.

With respect to the field of reinforcement learning, learning automata are characterized as policy iterators. In contrast to other reinforcement learners, policy iterators directly manipulate the policy π. Another example for policy iterators are evolutionary algorithms.

Formally, Narendra and Thathachar define a stochastic automaton to consist of:

  • a set X of possible inputs,
  • a set Φ = { Φ1, ..., Φs } of possible internal states,
  • a set α = { α1, ..., αr } of possible outputs, or actions, with r ≤ s,
  • an initial state probability vector p(0) = ≪ p1(0), ..., ps(0) ≫,
  • a computable function A which after each time step t generates p(t+1) from p(t), the current input, and the current state, and
  • a function G: Φ → α which generates the output at each time step.

In their paper, they investigate only stochastic automata with r = s and G being bijective, allowing them to confuse actions and states. The states of such an automaton correspond to the states of a "discrete-state discrete-parameter Markov process".[1] At each time step t=0,1,2,3,..., the automaton reads an input from its environment, updates p(t) to p(t+1) by A, randomly chooses a successor state according to the probabilities p(t+1) and outputs the corresponding action. The automaton's environment, in turn, reads the action and sends the next input to the automaton. Frequently, the input set X = { 0,1 } is used, with 0 and 1 corresponding to a nonpenalty and a penalty response of the environment, respectively; in this case, the automaton should learn to minimize the number of penalty responses, and the feedback loop of automaton and environment is called a "P-model". More generally, a "Q-model" allows an arbitrary finite input set X, and an "S-model" uses the interval [0,1] of real numbers as X.[2]

A visualised demo[3][4]/ Art Work of a single Learning Automaton had been developed by μSystems (microSystems) Research Group at Newcastle University.

Finite action-set learning automata

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Finite action-set learning automata (FALA) are a class of learning automata for which the number of possible actions is finite or, in more mathematical terms, for which the size of the action-set is finite.[5]

See also

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Literature

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  • Philip Aranzulla and John Mellor (Home page):
    • Mellor J and Aranzulla P (2000): "Using an S-Model Response Environment with Learnng [sic] Automata Based Routing Schemes for IP Networks ", Proc. Eighth IFIP Workshop on Performance Modelling and Evaluation of ATM and IP Networks, pp 56/1-56/12, Ilkley, UK.
    • Aranzulla P and Mellor J (1997): "Comparing two routing algorithms requiring reduced signalling when applied to ATM networks", Proc. Fourteenth UK Teletraffic Symposium on Performance Engineering in Information Systems, pp 20/1-20/4, UMIST, Manchester, UK.
  • Narendra K.; Thathachar M.A.L. (July 1974). "Learning automata – a survey" (PDF). IEEE Transactions on Systems, Man, and Cybernetics. SMC-4 (4): 323–334. CiteSeerX 10.1.1.295.2280. doi:10.1109/tsmc.1974.5408453. {{cite journal}}: Cite uses deprecated parameter |citeseerx= (help)
  • Tsetlin M.L. Automation theory and modeling of biological systems. Academic Press; 1973.[permanent dead link]

References

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  1. ^ (Narendra, Thathachar, 1974) p.325 left
  2. ^ (Narendra, Thathachar, 1974) p.325 right
  3. ^ JieGH (2019-11-11), JieGH/The-Ruler-of-Tsetlin-Automaton, retrieved 2020-07-22
  4. ^ "The-Ruler-of-Tsetlin-Automaton". www.youtube.com. Retrieved 2020-07-22.
  5. ^ Thathachar, M.A.L.; Sastry, P.S. (December 2002). "Varieties of learning automata: an overview" (PDF). IEEE Transactions on Systems, Man, and Cybernetics - Part B: Cybernetics. 32 (6): 711–722. doi:10.1109/TSMCB.2002.1049606. PMID 18244878.

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

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Wikipedia

Learning automaton

A learning automaton is one type of machine learning algorithm studied since 1970s. Learning automata select their current action based on past experiences from the environment. It will fall into the range of reinforcement learning if the environment is stochastic and a Markov decision process (MDP) is used.

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Wikipedia

Weighted automaton

In theoretical computer science and formal language theory, a weighted automaton or weighted finite-state machine is a generalization of a finite-state machine in which the edges have weights, for example real numbers or integers. Finite-state machines are only capable of answering decision problems; they take as input a string and produce a Boolean output, i.e. either "accept" or "reject". In contrast, weighted automata produce a quantitative output, for example a count of how many answers are possible on a given input string, or a probability of how likely the input string is according to a probability distribution. They are one of the simplest studied models of quantitative automata. The definition of a weighted automaton is generally given over an arbitrary semiring R {\displaystyle R} , an abstract set with an addition operation ⊕ {\displaystyle \oplus } and a multiplication operation ⊗ {\displaystyle \otimes } . The automaton consists of a finite set of states, a finite input alphabet of characters Σ {\displaystyle \Sigma } and edges which are labeled with both a character in Σ {\displaystyle \Sigma } and a weight in R {\displaystyle R} . The weight of any path in the automaton is defined to be the product of weights along the path, and the weight of a string is the sum of the weights of all paths which are labeled with that string. The weighted automaton thus defines a function from Σ ∗ {\displaystyle \Sigma ^{*}} to R {\displaystyle R} . Weighted automata generalize deterministic finite automata (DFAs) and nondeterministic finite automata (NFAs), which correspond to weighted automata over the Boolean semiring, where addition is logical disjunction and multiplication is logical conjunction. In the DFA case, there is only one accepting path for any input string, so disjunction is not applied. When the weights are real numbers and the outgoing weights for each state add to one, weighted automata can be considered a probabilistic model and are also known as probabilistic automata. These machines define a probability distribution over all strings, and are related to other probabilistic models such as Markov decision processes and Markov chains. Weighted automata have applications in natural language processing where they are used to assign weights to words and sentences, as well as in image compression. They were first introduced by Marcel-Paul Schützenberger in his 1961 paper On the definition of a family of automata. Since their introduction, many extensions have been proposed, for example nested weighted automata, cost register automata, and weighted finite-state transducers. Researchers have studied weighted automata from the perspective of learning a machine from its input-output behavior (see computational learning theory) and studying decidability questions.

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Wikipedia

Grammar induction

Grammar induction (or grammatical inference) is the process in machine learning of learning a formal grammar (usually as a collection of re-write rules or productions or alternatively as a finite-state machine or automaton of some kind) from a set of observations, thus constructing a model which accounts for the characteristics of the observed objects. More generally, grammatical inference is that branch of machine learning where the instance space consists of discrete combinatorial objects such as strings, trees and graphs.

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Wikipedia

Emptiness problem

In theoretical computer science and formal language theory, a formal language is empty if its set of valid sentences is the empty set. The emptiness problem is the question of determining whether a language is empty given some representation of it, such as a finite-state automaton. For an automaton having n {\displaystyle n} states, this is a decision problem that can be solved in O ( n 2 ) {\displaystyle O(n^{2})} time, or in time O ( n + m ) {\displaystyle O(n+m)} if the automaton has n states and m transitions. However, variants of that question, such as the emptiness problem for non-erasing stack automata, are PSPACE-complete. The emptiness problem in machine learning and formal languages determines if a model or automaton generates the empty language, which is undecidable for certain alternating multi-head finite automata over single-letter alphabets. The emptiness problem is undecidable for context-sensitive grammars, a fact that follows from the undecidability of the halting problem. It is, however, decidable for context-free grammars.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Who was the first African-American woman millionaire in the United States?

Madam C.J. Walker