Search results
Results from the WOW.Com Content Network
Generative systems are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences. [1] When generative systems provide a common platform, changes may occur at varying layers (physical, network, application, content) and provide a means through which different firms and individuals may cooperate indirectly and contribute to innovation.
The capabilities of a generative AI system depend on the modality or type of the data set used. Generative AI can be either unimodal or multimodal; unimodal systems take only one type of input, whereas multimodal systems can take more than one type of input. [59] For example, one version of OpenAI's GPT-4 accepts both text and image inputs. [60]
Generative science is an area of research that explores the natural world and its complex behaviours. It explores ways "to generate apparently unanticipated and infinite behaviour based on deterministic and finite rules and parameters reproducing or resembling the behavior of natural and social phenomena". [ 1 ]
For example, GPT-3, and its precursor GPT-2, [11] are auto-regressive neural language models that contain billions of parameters, BigGAN [12] and VQ-VAE [13] which are used for image generation that can have hundreds of millions of parameters, and Jukebox is a very large generative model for musical audio that contains billions of parameters.
Generative pretraining (GP) was a long-established concept in machine learning applications. [16] [17] It was originally used as a form of semi-supervised learning, as the model is trained first on an unlabelled dataset (pretraining step) by learning to generate datapoints in the dataset, and then it is trained to classify a labelled dataset.
The procedural generation system in roguelikes would create dungeons in ASCII- or regular tile-based systems and define rooms, hallways, monsters, and treasure to challenge the player. Roguelikes, and games based on the roguelike concepts, allow the development of complex gameplay without having to spend excessive time in creating a game's world.
A generative adversarial network (GAN) is a class of machine learning frameworks and a prominent framework for approaching generative artificial intelligence. The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. [ 1 ]
A flow-based generative model is a generative model used in machine learning that explicitly models a probability distribution by leveraging normalizing flow, [1] [2] [3] which is a statistical method using the change-of-variable law of probabilities to transform a simple distribution into a complex one.