Top 10 AI Headshot Generators Compared (2026)

Top 10 AI Headshot Generators Compared (2026)

Trying to pick the best AI headshot generator? An AI headshot generator is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI headshot generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

Attention (machine learning)

In machine learning, attention is a method that determines the importance of each component in a sequence relative to the other components in that sequence. In natural language processing, importance is represented by "soft" weights assigned to each word in a sentence. More generally, attention encodes vectors called token embeddings across a fixed-width sequence that can range from tens to millions of tokens in size. Unlike "hard" weights, which are computed during the backwards training pass, "soft" weights exist only in the forward pass and therefore change with every step of the input. Earlier designs implemented the attention mechanism in a serial recurrent neural network (RNN) language translation system, but a more recent design, namely the transformer, removed the slower sequential RNN and relied more heavily on the faster parallel attention scheme. Inspired by ideas about attention in humans, the attention mechanism was developed to address the weaknesses of using information from the hidden layers of recurrent neural networks. Recurrent neural networks favor information contained in words at the end of a sentence and thus deemed more recent, thereby tending to attenuate the significance and associated predictive weight assigned to information earlier in the sentence. Attention allows a token equal access to any part of a sentence directly, rather than only through the previous state. == History == Additional surveys of the attention mechanism in deep learning are provided by Niu et al. and Soydaner. The major breakthrough came with self-attention, where each element in the input sequence attends to all others, enabling the model to capture global dependencies. This idea was central to the Transformer architecture, which replaced recurrence with attention mechanisms. As a result, Transformers became the foundation for models like BERT, T5 and generative pre-trained transformers (GPT). == Overview == The modern era of machine attention was revitalized by grafting an attention mechanism (Fig 1. orange) to an Encoder-Decoder. Figure 2 shows the internal step-by-step operation of the attention block (A) in Fig 1. === Interpreting attention weights === In translating between languages, alignment is the process of matching words from the source sentence to words of the translated sentence. Networks that perform verbatim translation without regard to word order would show the highest scores along the (dominant) diagonal of the matrix. The off-diagonal dominance shows that the attention mechanism is more nuanced. Consider an example of translating I love you to French. On the first pass through the decoder, 94% of the attention weight is on the first English word I, so the network offers the word je. On the second pass of the decoder, 88% of the attention weight is on the third English word you, so it offers t'. On the last pass, 95% of the attention weight is on the second English word love, so it offers aime. In the I love you example, the second word love is aligned with the third word aime. Stacking soft row vectors together for je, t', and aime yields an alignment matrix: Sometimes, alignment can be multiple-to-multiple. For example, the English phrase look it up corresponds to cherchez-le. Thus, "soft" attention weights work better than "hard" attention weights (setting one attention weight to 1, and the others to 0), as we would like the model to make a context vector consisting of a weighted sum of the hidden vectors, rather than "the best one", as there may not be a best hidden vector. == Variants == Many variants of attention implement soft weights, such as fast weight programmers, or fast weight controllers (1992). A "slow" neural network outputs the "fast" weights of another neural network through outer products. The slow network learns by gradient descent. It was later renamed as "linearized self-attention". Bahdanau-style attention, also referred to as additive attention, Luong-style attention, which is known as multiplicative attention, Early attention mechanisms similar to modern self-attention were proposed using recurrent neural networks. However, the highly parallelizable self-attention was introduced in 2017 and successfully used in the Transformer model, positional attention and factorized positional attention. For convolutional neural networks, attention mechanisms can be distinguished by the dimension on which they operate, namely: spatial attention, channel attention, or combinations. These variants recombine the encoder-side inputs to redistribute those effects to each target output. Often, a correlation-style matrix of dot products provides the re-weighting coefficients. In the figures below, W is the matrix of context attention weights, similar to the formula in Overview section above. == Optimizations == === Flash attention === The size of the attention matrix is proportional to the square of the number of input tokens. Therefore, when the input is long, calculating the attention matrix requires a lot of GPU memory. Flash attention is an implementation that reduces the memory needs and increases efficiency without sacrificing accuracy. It achieves this by partitioning the attention computation into smaller blocks that fit into the GPU's faster on-chip memory, reducing the need to store large intermediate matrices and thus lowering memory usage while increasing computational efficiency. === FlexAttention === FlexAttention is an attention kernel developed by Meta that allows users to modify attention scores prior to softmax and dynamically chooses the optimal attention algorithm. == Applications == Attention is widely used in natural language processing, computer vision, and speech recognition. In NLP, it improves context understanding in tasks like question answering and summarization. In vision, visual attention helps models focus on relevant image regions, enhancing object detection and image captioning. === Attention maps as explanations for vision transformers === From the original paper on vision transformers (ViT), visualizing attention scores as a heat map (called saliency maps or attention maps) has become an important and routine way to inspect the decision making process of ViT models. One can compute the attention maps with respect to any attention head at any layer, while the deeper layers tend to show more semantically meaningful visualization. Attention rollout is a recursive algorithm to combine attention scores across all layers, by computing the dot product of successive attention maps. Because vision transformers are typically trained in a self-supervised manner, attention maps are generally not class-sensitive. When a classification head is attached to the ViT backbone, class-discriminative attention maps (CDAM) combines attention maps and gradients with respect to the class [CLS] token. Some class-sensitive interpretability methods originally developed for convolutional neural networks can be also applied to ViT, such as GradCAM, which back-propagates the gradients to the outputs of the final attention layer. Using attention as basis of explanation for the transformers in language and vision is not without debate. While some pioneering papers analyzed and framed attention scores as explanations, higher attention scores do not always correlate with greater impact on model performances. == Mathematical representation == === Standard scaled dot-product attention === For matrices: Q ∈ R m × d k , K ∈ R n × d k {\displaystyle Q\in \mathbb {R} ^{m\times d_{k}},K\in \mathbb {R} ^{n\times d_{k}}} and V ∈ R n × d v {\displaystyle V\in \mathbb {R} ^{n\times d_{v}}} , the scaled dot-product, or QKV attention, is defined as: Attention ( Q , K , V ) = softmax ( Q K T d k ) V ∈ R m × d v {\displaystyle {\text{Attention}}(Q,K,V)={\text{softmax}}\left({\frac {QK^{T}}{\sqrt {d_{k}}}}\right)V\in \mathbb {R} ^{m\times d_{v}}} where T {\displaystyle {}^{T}} denotes transpose and the softmax function is applied independently to every row of its argument. The matrix Q {\displaystyle Q} contains m {\displaystyle m} queries, while matrices K , V {\displaystyle K,V} jointly contain an unordered set of n {\displaystyle n} key-value pairs. Value vectors in matrix V {\displaystyle V} are weighted using the weights resulting from the softmax operation, so that the rows of the m {\displaystyle m} -by- d v {\displaystyle d_{v}} output matrix are confined to the convex hull of the points in R d v {\displaystyle \mathbb {R} ^{d_{v}}} given by the rows of V {\displaystyle V} . To understand the permutation invariance and permutation equivariance properties of QKV attention, let A ∈ R m × m {\displaystyle A\in \mathbb {R} ^{m\times m}} and B ∈ R n × n {\displaystyle B\in \mathbb {R} ^{n\times n}} be permutation matrices; and D ∈ R m × n {\displaystyle D\in \mathbb {R} ^{m\times n}} an arbitrary matrix. The softmax function is permutation equivariant in the sense that: softmax ( A D B ) = A softmax ( D ) B {\displays

Correspondence analysis

Correspondence analysis (CA) is a multivariate statistical technique proposed by Herman Otto Hartley (Hirschfeld) and later developed by Jean-Paul Benzécri. It is conceptually similar to principal component analysis, but applies to categorical rather than continuous data. In a manner similar to principal component analysis, it provides a means of displaying or summarising a set of data in two-dimensional graphical form. Its aim is to display in a biplot any structure hidden in the multivariate setting of the data table. As such it is a technique from the field of multivariate ordination. Since the variant of CA described here can be applied either with a focus on the rows or on the columns it should in fact be called simple (symmetric) correspondence analysis. It is traditionally applied to the contingency table of a pair of nominal variables where each cell contains either a count or a zero value. If more than two categorical variables are to be summarized, a variant called multiple correspondence analysis should be chosen instead. CA may also be applied to binary data given the presence/absence coding represents simplified count data i.e. a 1 describes a positive count and 0 stands for a count of zero. Depending on the scores used CA preserves the chi-square distance between either the rows or the columns of the table. Because CA is a descriptive technique, it can be applied to tables regardless of a significant chi-squared test. Although the χ 2 {\displaystyle \chi ^{2}} statistic used in inferential statistics and the chi-square distance are computationally related they should not be confused since the latter works as a multivariate statistical distance measure in CA while the χ 2 {\displaystyle \chi ^{2}} statistic is in fact a scalar not a metric. == Details == Like principal components analysis, correspondence analysis creates orthogonal components (or axes) and, for each item in a table i.e. for each row, a set of scores (sometimes called factor scores, see Factor analysis). Correspondence analysis is performed on the data table, conceived as matrix C of size m × n where m is the number of rows and n is the number of columns. In the following mathematical description of the method capital letters in italics refer to a matrix while letters in italics refer to vectors. Understanding the following computations requires knowledge of matrix algebra. === Preprocessing === Before proceeding to the central computational step of the algorithm, the values in matrix C have to be transformed. First compute a set of weights for the columns and the rows (sometimes called masses), where row and column weights are given by the row and column vectors, respectively: w m = 1 n C C 1 , w n = 1 n C 1 T C . {\displaystyle w_{m}={\frac {1}{n_{C}}}C\mathbf {1} ,\quad w_{n}={\frac {1}{n_{C}}}\mathbf {1} ^{T}C.} Here n C = ∑ i = 1 n ∑ j = 1 m C i j {\displaystyle n_{C}=\sum _{i=1}^{n}\sum _{j=1}^{m}C_{ij}} is the sum of all cell values in matrix C, or short the sum of C, and 1 {\displaystyle \mathbf {1} } is a column vector of ones with the appropriate dimension. Put in simple words, w m {\displaystyle w_{m}} is just a vector whose elements are the row sums of C divided by the sum of C, and w n {\displaystyle w_{n}} is a vector whose elements are the column sums of C divided by the sum of C. The weights are transformed into diagonal matrices W m = diag ⁡ ( 1 / w m ) {\displaystyle W_{m}=\operatorname {diag} (1/{\sqrt {w_{m}}})} and W n = diag ⁡ ( 1 / w n ) {\displaystyle W_{n}=\operatorname {diag} (1/{\sqrt {w_{n}}})} where the diagonal elements of W n {\displaystyle W_{n}} are 1 / w n {\displaystyle 1/{\sqrt {w_{n}}}} and those of W m {\displaystyle W_{m}} are 1 / w m {\displaystyle 1/{\sqrt {w_{m}}}} respectively i.e. the vector elements are the inverses of the square roots of the masses. The off-diagonal elements are all 0. Next, compute matrix P {\displaystyle P} by dividing C {\displaystyle C} by its sum P = 1 n C C . {\displaystyle P={\frac {1}{n_{C}}}C.} In simple words, Matrix P {\displaystyle P} is just the data matrix (contingency table or binary table) transformed into portions i.e. each cell value is just the cell portion of the sum of the whole table. Finally, compute matrix S {\displaystyle S} , sometimes called the matrix of standardized residuals, by matrix multiplication as S = W m ( P − w m w n ) W n {\displaystyle S=W_{m}(P-w_{m}w_{n})W_{n}} Note, the vectors w m {\displaystyle w_{m}} and w n {\displaystyle w_{n}} are combined in an outer product resulting in a matrix of the same dimensions as P {\displaystyle P} . In words the formula reads: matrix outer ⁡ ( w m , w n ) {\displaystyle \operatorname {outer} (w_{m},w_{n})} is subtracted from matrix P {\displaystyle P} and the resulting matrix is scaled (weighted) by the diagonal matrices W m {\displaystyle W_{m}} and W n {\displaystyle W_{n}} . Multiplying the resulting matrix by the diagonal matrices is equivalent to multiply the i-th row (or column) of it by the i-th element of the diagonal of W m {\displaystyle W_{m}} or W n {\displaystyle W_{n}} , respectively. === Interpretation of preprocessing === The vectors w m {\displaystyle w_{m}} and w n {\displaystyle w_{n}} are the row and column masses or the marginal probabilities for the rows and columns, respectively. Subtracting matrix outer ⁡ ( w m , w n ) {\displaystyle \operatorname {outer} (w_{m},w_{n})} from matrix P {\displaystyle P} is the matrix algebra version of double centering the data. Multiplying this difference by the diagonal weighting matrices results in a matrix containing weighted deviations from the origin of a vector space. This origin is defined by matrix outer ⁡ ( w m , w n ) {\displaystyle \operatorname {outer} (w_{m},w_{n})} . In fact matrix outer ⁡ ( w m , w n ) {\displaystyle \operatorname {outer} (w_{m},w_{n})} is identical with the matrix of expected frequencies in the chi-squared test. Therefore S {\displaystyle S} is computationally related to the independence model used in that test. But since CA is not an inferential method the term independence model is inappropriate here. === Orthogonal components === The table S {\displaystyle S} is then decomposed by a singular value decomposition as S = U Σ V ∗ {\displaystyle S=U\Sigma V^{}\,} where U {\displaystyle U} and V {\displaystyle V} are the left and right singular vectors of S {\displaystyle S} and Σ {\displaystyle \Sigma } is a square diagonal matrix with the singular values σ i {\displaystyle \sigma _{i}} of S {\displaystyle S} on the diagonal. Σ {\displaystyle \Sigma } is of dimension p ≤ ( min ( m , n ) − 1 ) {\displaystyle p\leq (\min(m,n)-1)} hence U {\displaystyle U} is of dimension m×p and V {\displaystyle V} is of n×p. As orthonormal vectors U {\displaystyle U} and V {\displaystyle V} fulfill U ∗ U = V ∗ V = I {\displaystyle U^{}U=V^{}V=I} . In other words, the multivariate information that is contained in C {\displaystyle C} as well as in S {\displaystyle S} is now distributed across two (coordinate) matrices U {\displaystyle U} and V {\displaystyle V} and a diagonal (scaling) matrix Σ {\displaystyle \Sigma } . The vector space defined by them has as number of dimensions p, that is the smaller of the two values, number of rows and number of columns, minus 1. === Inertia === While a principal component analysis may be said to decompose the (co)variance, and hence its measure of success is the amount of (co-)variance covered by the first few PCA axes - measured in eigenvalue -, a CA works with a weighted (co-)variance which is called inertia. The sum of the squared singular values is the total inertia I {\displaystyle \mathrm {I} } of the data table, computed as I = ∑ i = 1 p σ i 2 . {\displaystyle \mathrm {I} =\sum _{i=1}^{p}\sigma _{i}^{2}.} The total inertia I {\displaystyle \mathrm {I} } of the data table can also computed directly from S {\displaystyle S} as I = ∑ i = 1 n ∑ j = 1 m s i j 2 . {\displaystyle \mathrm {I} =\sum _{i=1}^{n}\sum _{j=1}^{m}s_{ij}^{2}.} The amount of inertia covered by the i-th set of singular vectors is ι i {\displaystyle \iota _{i}} , the principal inertia. The higher the portion of inertia covered by the first few singular vectors i.e. the larger the sum of the principal inertiae in comparison to the total inertia, the more successful a CA is. Therefore, all principal inertia values are expressed as portion ϵ i {\displaystyle \epsilon _{i}} of the total inertia ϵ i = σ i 2 / ∑ i = 1 p σ i 2 {\displaystyle \epsilon _{i}=\sigma _{i}^{2}/\sum _{i=1}^{p}\sigma _{i}^{2}} and are presented in the form of a scree plot. In fact a scree plot is just a bar plot of all principal inertia portions ϵ i {\displaystyle \epsilon _{i}} . === Coordinates === To transform the singular vectors to coordinates which preserve the chi-square distances between rows or columns an additional weighting step is necessary. The resulting coordinates are called principal coordinates in CA text books. If principal coordinates are used for

Sum of absolute transformed differences

The sum of absolute transformed differences (SATD) is a block matching criterion widely used in fractional motion estimation for video compression. It works by taking a frequency transform, usually a Hadamard transform, of the differences between the pixels in the original block and the corresponding pixels in the block being used for comparison. The transform itself is often of a small block rather than the entire macroblock. For example, in x264, a series of 4×4 blocks are transformed rather than doing the more processor-intensive 16×16 transform. == Comparison to other metrics == SATD is slower than the sum of absolute differences (SAD), both due to its increased complexity and the fact that SAD-specific MMX and SSE2 instructions exist, while there are no such instructions for SATD. However, SATD can still be optimized considerably with SIMD instructions on most modern CPUs. The benefit of SATD is that it more accurately models the number of bits required to transmit the residual error signal. As such, it is often used in video compressors, either as a way to drive and estimate rate explicitly, such as in the Theora encoder (since 1.1 alpha2), as an optional metric used in wide motion searches, such as in the Microsoft VC-1 encoder, or as a metric used in sub-pixel refinement, such as in x264.

Self-organizing map

A self-organizing map (SOM) or self-organizing feature map (SOFM) is an unsupervised machine learning technique used to produce a low-dimensional (typically two-dimensional) representation of a higher-dimensional data set while preserving the topological structure of the data. For example, a data set with p {\displaystyle p} variables measured in n {\displaystyle n} observations could be represented as clusters of observations with similar values for the variables. These clusters then could be visualized as a two-dimensional "map" such that observations in proximal clusters have more similar values than observations in distal clusters. This can make high-dimensional data easier to visualize and analyze. A SOM is a type of artificial neural network but is trained using competitive learning rather than the error-correction learning (e.g., backpropagation with gradient descent) used by other artificial neural networks. The SOM was introduced by the Finnish professor Teuvo Kohonen in the 1980s and therefore is sometimes called a Kohonen map or Kohonen network. The Kohonen map or network is a computationally convenient abstraction building on biological models of neural systems from the 1970s and morphogenesis models dating back to Alan Turing in the 1950s. SOMs create internal representations reminiscent of the cortical homunculus, a distorted representation of the human body, based on a neurological "map" of the areas and proportions of the human brain dedicated to processing sensory functions, for different parts of the body. == Overview == Self-organizing maps, like most artificial neural networks, operate in two modes: training and mapping. First, training uses an input data set (the "input space") to generate a lower-dimensional representation of the input data (the "map space"). Second, mapping classifies additional input data using the generated map. The goal of training is to represent an input space with p dimensions as a map space with n dimensions, where p > n. Specifically, an input space with p variables is said to have p dimensions. A map space consists of components called "nodes" or "neurons", which are arranged as a hexagonal or rectangular grid with two dimensions. The number of nodes and their arrangement are specified beforehand based on the larger goals of the analysis and exploration of the data. Each node in the map space is associated with a "weight" vector, which is the position of the node in the input space. While nodes in the map space stay fixed, training consists in moving weight vectors toward the input data (reducing a distance metric such as Euclidean distance) without spoiling the topology induced from the map space. After training, the map can be used to classify additional observations for the input space by finding the node with the closest weight vector (smallest distance metric) to the input space vector. == Learning algorithm == The goal of learning in the self-organizing map is to cause different parts of the network to respond similarly to certain input patterns. This is partly motivated by how visual, auditory or other sensory information is handled in separate parts of the cerebral cortex in the human brain. The weights of the neurons are initialized either to small random values or sampled evenly from the subspace spanned by the two largest principal component eigenvectors. With the latter alternative, learning is much faster because the initial weights already give a good approximation of SOM weights. The network must be fed a large number of example vectors that represent, as close as possible, the kinds of vectors expected during mapping. The examples are usually administered several times as iterations. The training utilizes competitive learning. When a training example is fed to the network, its Euclidean distance to all weight vectors is computed. The neuron whose weight vector is most similar to the input is called the best matching unit (BMU). The weights of the BMU and neurons close to it in the SOM grid are adjusted towards the input vector. The magnitude of the change decreases with time and with the grid-distance from the BMU. The update formula for a neuron v with weight vector Wv(s) is W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} , where s is the step index, t is an index into the training sample, u is the index of the BMU for the input vector D(t), α(s) is a monotonically decreasing learning coefficient; θ(u, v, s) is the neighborhood function which gives the distance between the neuron u and the neuron v in step s. Depending on the implementations, t can scan the training data set systematically (t is 0, 1, 2...T-1, then repeat, T being the training sample's size), be randomly drawn from the data set (bootstrap sampling), or implement some other sampling method (such as jackknifing). The neighborhood function θ(u, v, s) (also called function of lateral interaction) depends on the grid-distance between the BMU (neuron u) and neuron v. In the simplest form, it is 1 for all neurons close enough to BMU and 0 for others, but the Gaussian and Mexican-hat functions are common choices, too. Regardless of the functional form, the neighborhood function shrinks with time. At the beginning when the neighborhood is broad, the self-organizing takes place on the global scale. When the neighborhood has shrunk to just a couple of neurons, the weights are converging to local estimates. In some implementations, the learning coefficient α and the neighborhood function θ decrease steadily with increasing s, in others (in particular those where t scans the training data set) they decrease in step-wise fashion, once every T steps. This process is repeated for each input vector for a (usually large) number of cycles λ. The network winds up associating output nodes with groups or patterns in the input data set. If these patterns can be named, the names can be attached to the associated nodes in the trained net. During mapping, there will be one single winning neuron: the neuron whose weight vector lies closest to the input vector. This can be simply determined by calculating the Euclidean distance between input vector and weight vector. While representing input data as vectors has been emphasized in this article, any kind of object which can be represented digitally, which has an appropriate distance measure associated with it, and in which the necessary operations for training are possible can be used to construct a self-organizing map. This includes matrices, continuous functions or even other self-organizing maps. === Algorithm === Randomize the node weight vectors in a map For s = 0 , 1 , 2 , . . . , λ {\displaystyle s=0,1,2,...,\lambda } Randomly pick an input vector D ( t ) {\displaystyle {D}(t)} Find the node in the map closest to the input vector. This node is the best matching unit (BMU). Denote it by u {\displaystyle u} For each node v {\displaystyle v} , update its vector by pulling it closer to the input vector: W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} The variable names mean the following, with vectors in bold, s {\displaystyle s} is the current iteration λ {\displaystyle \lambda } is the iteration limit t {\displaystyle t} is the index of the target input data vector in the input data set D {\displaystyle \mathbf {D} } D ( t ) {\displaystyle {D}(t)} is a target input data vector v {\displaystyle v} is the index of the node in the map W v {\displaystyle \mathbf {W} _{v}} is the current weight vector of node v {\displaystyle v} u {\displaystyle u} is the index of the best matching unit (BMU) in the map θ ( u , v , s ) {\displaystyle \theta (u,v,s)} is the neighbourhood function, α ( s ) {\displaystyle \alpha (s)} is the learning rate schedule. The key design choices are the shape of the SOM, the neighbourhood function, and the learning rate schedule. The idea of the neighborhood function is to make it such that the BMU is updated the most, its immediate neighbors are updated a little less, and so on. The idea of the learning rate schedule is to make it so that the map updates are large at the start, and gradually stop updating. For example, if we want to learn a SOM using a square grid, we can index it using ( i , j ) {\displaystyle (i,j)} where both i , j ∈ 1 : N {\displaystyle i,j\in 1:N} . The neighborhood function can make it so that the BMU updates in full, the nearest neighbors update in half, and their neighbors update in half again, etc. θ ( ( i , j ) , ( i ′ , j ′ ) , s ) = 1 2 | i − i ′ | + | j − j ′ | = { 1 if i = i ′ , j = j ′ 1 / 2 if | i − i ′ | + | j − j ′ | = 1 1 / 4 if | i − i ′ | + | j − j ′ | = 2 ⋯ ⋯ {\displaystyle \theta ((i,j),(i',j'),s)={\frac {1}{2^{|i-i'|+|j-j'|}}}={\begin{cases}1&{\text{if }}i=i',j=j'\\1/2&{\text{if

Virtual intelligence

Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions. The immersion in virtual worlds provides a platform for VI beyond the traditional paradigm of past user interfaces (UIs). What Alan Turing established as a benchmark for telling the difference between human and computerized intelligence was devoid of visual influences. With today's VI bots, virtual intelligence has evolved past the constraints of past testing into a new level of the machine's ability to demonstrate intelligence. The immersive features of these environments provide nonverbal elements that affect the realism provided by virtually intelligent agents. Virtual intelligence is the intersection of these two technologies: Virtual environments: Immersive 3D spaces provide for collaboration, simulations, and role-playing interactions for training. Many of these virtual environments are currently being used for government and academic projects, including Second Life, VastPark, Olive, OpenSim, Outerra, Oracle's Open Wonderland, Duke University's Open Cobalt, and many others. Some of the commercial virtual worlds are also taking this technology into new directions, including the high-definition virtual world Blue Mars. Artificial intelligence (AI): AI is a branch of computer science that aims to create intelligent machines capable of performing tasks that typically require human intelligence. VI is a type of AI that operates within virtual environments to simulate human-like interactions and responses. == Applications == Cutlass Bomb Disposal Robot: Northrop Grumman developed a virtual training opportunity because of the prohibitive real-world cost and dangers associated with bomb disposal. By replicating a complicated system without having to learn advanced code, the virtual robot has no risk of damage, trainee safety hazards, or accessibility constraints. MyCyberTwin: NASA is among the companies that have used the MyCyberTwin AI technologies. They used it for the Phoenix rover in the virtual world Second Life. Their MyCyberTwin used a programmed profile to relay information about what the Phoenix rover was doing and its purpose. Second China: The University of Florida developed the "Second China" project as an immersive training experience for learning how to interact with the culture and language in a foreign country. Students are immersed in an environment that provides role-playing challenges coupled with language and cultural sensitivities magnified during country-level diplomatic missions or during times of potential conflict or regional destabilization. The virtual training provides participants with opportunities to access information, take part in guided learning scenarios, communicate, collaborate, and role-play. While China was the country for the prototype, this model can be modified for use with any culture to help better understand social and cultural interactions and see how other people think and what their actions imply. Duke School of Nursing Training Simulation: Extreme Reality developed virtual training to test critical thinking with a nurse performing trained procedures to identify critical data to make decisions and performing the correct steps for intervention. Bots are programmed to respond to the nurse's actions as the patient with their conditions improving if the nurse performs the correct actions.

Robust principal component analysis

Robust Principal Component Analysis (RPCA) is a modification of the widely used statistical procedure of principal component analysis (PCA) which works well with respect to grossly corrupted observations. A number of different approaches exist for Robust PCA, including an idealized version of Robust PCA, which aims to recover a low-rank matrix L0 from highly corrupted measurements M = L0 +S0. This decomposition in low-rank and sparse matrices can be achieved by techniques such as Principal Component Pursuit method (PCP), Stable PCP, Quantized PCP, Block based PCP, and Local PCP. Then, optimization methods are used such as the Augmented Lagrange Multiplier Method (ALM), Alternating Direction Method (ADM), Fast Alternating Minimization (FAM), Iteratively Reweighted Least Squares (IRLS ) or alternating projections (AP). == Algorithms == === Non-convex method === The 2014 guaranteed algorithm for the robust PCA problem (with the input matrix being M = L + S {\displaystyle M=L+S} ) is an alternating minimization type algorithm. The computational complexity is O ( m n r 2 log ⁡ 1 ϵ ) {\displaystyle O\left(mnr^{2}\log {\frac {1}{\epsilon }}\right)} where the input is the superposition of a low-rank (of rank r {\displaystyle r} ) and a sparse matrix of dimension m × n {\displaystyle m\times n} and ϵ {\displaystyle \epsilon } is the desired accuracy of the recovered solution, i.e., ‖ L ^ − L ‖ F ≤ ϵ {\displaystyle \|{\widehat {L}}-L\|_{F}\leq \epsilon } where L {\displaystyle L} is the true low-rank component and L ^ {\displaystyle {\widehat {L}}} is the estimated or recovered low-rank component. Intuitively, this algorithm performs projections of the residual onto the set of low-rank matrices (via the SVD operation) and sparse matrices (via entry-wise hard thresholding) in an alternating manner - that is, low-rank projection of the difference the input matrix and the sparse matrix obtained at a given iteration followed by sparse projection of the difference of the input matrix and the low-rank matrix obtained in the previous step, and iterating the two steps until convergence. This alternating projections algorithm is later improved by an accelerated version, coined AccAltProj. The acceleration is achieved by applying a tangent space projection before projecting the residue onto the set of low-rank matrices. This trick improves the computational complexity to O ( m n r log ⁡ 1 ϵ ) {\displaystyle O\left(mnr\log {\frac {1}{\epsilon }}\right)} with a much smaller constant in front while it maintains the theoretically guaranteed linear convergence. Another fast version of accelerated alternating projections algorithm is IRCUR. It uses the structure of CUR decomposition in alternating projections framework to dramatically reduces the computational complexity of RPCA to O ( max { m , n } r 2 log ⁡ ( m ) log ⁡ ( n ) log ⁡ 1 ϵ ) {\displaystyle O\left(\max\{m,n\}r^{2}\log(m)\log(n)\log {\frac {1}{\epsilon }}\right)} === Convex relaxation === This method consists of relaxing the rank constraint r a n k ( L ) {\displaystyle rank(L)} in the optimization problem to the nuclear norm ‖ L ‖ ∗ {\displaystyle \|L\|_{}} and the sparsity constraint ‖ S ‖ 0 {\displaystyle \|S\|_{0}} to ℓ 1 {\displaystyle \ell _{1}} -norm ‖ S ‖ 1 {\displaystyle \|S\|_{1}} . The resulting program can be solved using methods such as the method of Augmented Lagrange Multipliers. === Deep-learning augmented method === Some recent works propose RPCA algorithms with learnable/training parameters. Such a learnable/trainable algorithm can be unfolded as a deep neural network whose parameters can be learned via machine learning techniques from a given dataset or problem distribution. The learned algorithm will have superior performance on the corresponding problem distribution. == Applications == RPCA has many real life important applications particularly when the data under study can naturally be modeled as a low-rank plus a sparse contribution. Following examples are inspired by contemporary challenges in computer science, and depending on the applications, either the low-rank component or the sparse component could be the object of interest: === Video surveillance === Given a sequence of surveillance video frames, it is often required to identify the activities that stand out from the background. If we stack the video frames as columns of a matrix M, then the low-rank component L0 naturally corresponds to the stationary background and the sparse component S0 captures the moving objects in the foreground. === Face recognition === Images of a convex, Lambertian surface under varying illuminations span a low-dimensional subspace. This is one of the reasons for effectiveness of low-dimensional models for imagery data. In particular, it is easy to approximate images of a human's face by a low-dimensional subspace. To be able to correctly retrieve this subspace is crucial in many applications such as face recognition and alignment. It turns out that RPCA can be applied successfully to this problem to exactly recover the face.