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A probabilistic context free grammar consists of terminal and nonterminal variables. Each feature to be modeled has a production rule that is assigned a probability estimated from a training set of RNA structures. Production rules are recursively applied until only terminal residues are left.
Once a Markov chain is learned on a text corpus, it can then be used as a probabilistic text generator. [28] [29] The terms generative AI planning or generative planning were used in the 1980s and 1990s to refer to AI planning systems, especially computer-aided process planning, used to generate sequences of actions to reach a specified goal.
A pseudorandom number generator (PRNG), also known as a deterministic random bit generator (DRBG), [1] is an algorithm for generating a sequence of numbers whose properties approximate the properties of sequences of random numbers. The PRNG-generated sequence is not truly random, because it is completely determined by an initial value, called ...
End Poem (full text) The End Poem is a poem by Julian Gough that appears in the end credits of the video game Minecraft. It is the only narrative text in the mostly unstructured sandbox game. Markus "Notch" Persson, Minecraft 's creator, invited Gough to create the poem in 2011; it initially appeared in Beta version 1.9.
P ( X , Y ) {\displaystyle P (X,Y)} on a given observable variable X and target variable Y; [1] A generative model can be used to "generate" random instances (outcomes) of an observation x. [2] A discriminative model is a model of the conditional probability. P ( Y ∣ X = x ) {\displaystyle P (Y\mid X=x)} of the target Y, given an observation x.
When the probability distribution of the variable is parameterized, mathematicians often use a Markov chain Monte Carlo (MCMC) sampler. [4] [5] [6] The central idea is to design a judicious Markov chain model with a prescribed stationary probability distribution. That is, in the limit, the samples being generated by the MCMC method will be ...
A generative adversarial network (GAN) is a class of machine learning frameworks and a prominent framework for approaching generative AI. [1][2] The concept was initially developed by Ian Goodfellow and his colleagues in June 2014. [3] In a GAN, two neural networks contest with each other in the form of a zero-sum game, where one agent's gain ...
2004. Farbrausch. Most of the meshes and textures are procedurally generated, and the music is procedurally generated during runtime. [5][unreliable source] 7 Days to Die. 2013. The Fun Pimps. Maps (Worlds) can be generated, either randomly, using a seed, or via third party tools.