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K LAKSHMI SRAVANI
ASSISTANT PROFESSOR
Course Outcomes
 Understand the concepts of computational intelligence
like machine learning
 Ability to get the skill to apply machine learning
techniques to address the real time problems in different
areas
 Understand the Neural Networks and its usage in machine
learning application.
Syllabus
UNIT - I
 Introduction - Well-posed learning problems, designing a learning
system, Perspectives and issues in machine learning
 Concept learning and the general to specific ordering –
introduction, a concept learning task, concept learning as search,
find-S: finding a maximally specific hypothesis, version spaces and
the candidate elimination algorithm, remarks on version spaces and
candidate elimination, inductive bias.
 Decision Tree Learning – Introduction, decision tree representation,
appropriate problems for decision tree learning, the basic decision
tree learning algorithm, hypothesis space search in decision tree
learning, inductive bias in decision tree learning, issues in decision
tree learning.
Def of ML
 Machine learning (ML) is the study of
computer algorithms that improve automatically through
experience and by the use of data. 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.
 Data mining is more about finding patterns and making sense
of you data. Machine Learning on other hand is about using
data to make predictions.
Intro to ML
 Imagine computers learning from medical records which treatments
are most effective for new diseases, houses learning from experience
to optimize energy costs based on the particular usage patterns of
their occupants, or personal software assistants learning the evolving
interests of their users in order to highlight especially relevant stories
from the online morning newspaper.
 However, algorithms have been invented that are effective for certain
types of learning tasks, and a theoretical understanding of learning is
beginning to emerge.
 In the field known as data mining, machine learning algorithms are
being used routinely to discover valuable knowledge from large
commercial databases containing equipment maintenance records,
loan applications, financial transactions, medical records, and the
like.
Literature Review
 A few specific achievements provide a glimpse of the state of the art: programs have
been developed that successfully learn to recognize spoken words (Waibel 1989;
Lee 1989),
 predict recovery rates of pneumonia patients (Cooper et al. 1997),
 detect fraudulent use of credit cards, drive autonomous vehicles on public highways
(Pomerleau 1989),
 and play games such as backgammon at levels approaching the performance of
human world champions (Tesauro 1992, 1995).
 We are beginning to obtain initial models of human and animal learning and to
understand their relationship to learning algorithms developed for computers (e.g.,
Laird et al. 1986; Anderson 1991; Qin et al. 1992; Chi and Bassock 1989; Ahn and
Brewer 1993).
 In applications, algorithms, theory, and studies of biological systems, the rate of
progress has increased significantly over the past decade. Several recent applications
of machine learning are summarized in Table 1.1. Langley and Simon (1995) and
Rumelhart et al. (1994) survey additional applications of machine learning.
WELL-POSED LEARNING PROBLEMS
 Definition: A computer program is said to learn from experience E
with respect to some class of tasks T and performance measure P, if
its performance at tasks in T, as measured by P, improves with
experience E.
Example: Learning to drive an autonomous vehicle.
 Machine learning methods have been used to train computer-
controlled vehicles to steer correctly when driving on a variety of
road types. For example, the ALVINN system (Pomerleau 1989) has
used its learned strategies to drive unassisted at 70 miles per hour for
90 miles on public highways among other cars. Similar techniques
have possible applications in many sensor-based control problems.
A checkers learning problem:
 For example, a computer program that learns to play checkers might
improve its performance as measured by its ability to win at the class
of tasks involving playing checkers games, through experience
obtained by playing games against itself.
A checkers learning problem:
 Task T: playing checkers
 Performance measure P: percent of games won against opponents
 Training experience E: playing practice games against itself
 We can specify many learning problems in this fashion, such as
learning to recognize handwritten words, or learning to drive a
robotic automobile autonomously.
A handwriting recognition learning
problem:
 Task T: recognizing and classifying handwritten words
within images
 Performance measure P: percent of words correctly
classified.
 Training experience E: a database of handwritten
words with given classifications
A robot driving learning problem:
Learning to classify new astronomical structures.
 Machine learning methods have been applied to a variety of large databases
to learn general regularities implicit in the data. For example, decision tree
learning algorithms have been used by NASA to learn how to classify
celestial objects from the second Palomar Observatory Sky Survey (Fayyad
et al. 1995). This system is now used to automatically classify all objects in
the Sky Survey, which consists of three terabytes of image data.
A robot driving learning problem:
 Task T: driving on public four-lane highways using vision sensors
 Performance measure P: average distance traveled before an error (as
judged by human overseer)
 Training experience E: a sequence of images and steering commands
recorded while observing a human driver
 NOTE: For more examples refer textbook[2].
Some disciplines and examples of their influence on machine
learning.
 Artificial intelligence
 Bayesian methods
 Computational complexity theory
 Control theory
 Information theory
 Philosophy
 Psychology and neurobiology
 Statistics
Designing a learning system
 Choosing the training experience
-- Examples of best moves, games outcome …
 Choosing the target function
-- board-move, board-value, …
 Choosing a representation for the target function
-- linear function with weights (hypothesis space)
 Choosing a learning algorithm for approximating the target function
--A method for parameter estimation
• The Final Decision
Checkers Game
1 Choosing the Training Experience:
 One key attribute is whether the training experience
provides direct or indirect feedback regarding the choices
made by the performance system.
 A second important attribute of the training experience is
the degree to which the learner controls the sequence of
training.
 A third important attribute of the training experience is
how well it represents the distribution of examples over
which the final system performance P must be measured.
Cont…
 Task T: playing checkers
 Performance measure P: percent of games won in the
world tournament
 Training experience E: games played against itself
 In order to complete the design of the learning system,
we must now choose
1. the exact type of knowledge to be, learned
2. a representation for this target knowledge
3. a learning mechanism
2.Choosing the Target Function
3.Choosing a Representation for the
Target Function
 Let us choose a simple representation: for any given board
state, the function c will be calculated as a linear combination
of the following board features:
 x1: the number of black pieces on the board
 x2: the number of red pieces on the board
 x3: the number of black kings on the board
 x4: the number of red kings on the board
 x5: the number of black pieces threatened by red (i.e., which
 can be captured on red's next turn)
 x6: the number of red pieces threatened by black
Cont…
 Thus, our learning program will represent c(b) as a linear
function of the form
 V^(b)=w0+w1x1+w2x2+w3x3+w4x4+w5x5+w6x6
 where wo through w6 are numerical coefficients, or
weights, to be chosen by the learning algorithm.
 Learned values for the weights w l through W6 will
determine the relative importance of the various board
features in determining the value of the board, whereas the
weight wo will provide an additive constant to the board
value.
Cont…
 Partial design of a checkers learning program:
 Task T: playing checkers
 Performance measure P: percent of games won in
the world tournament
 Training experience E: games played against itself
 Targetfunction: V:Board ->R
 Targetfunction representation
 V^(b)=w0+w1x1+w2x2+w3x3+w4x4+w5x5+w6x6
4. Choosing a Function Approximation
Algorithm
 In order to learn the target function f we require a set of
training examples, each describing a specific board state b and
the training value Vtrain(b)for b. In other words, each training
example is an ordered pair of the form (b, V',,,i,(b)). For
instance, the following training example describes a board state
b in which black has won the game (note x2 = 0 indicates that
red has no remaining pieces) and for which the target function
value Vtrain(b)is therefore +100.
 b=(x1=3,x2=0,x3=1x4=0,x5=0x6=0)
 <<x1=3,x2=0,x3=1,x4=0,x5=0,x6=0),+100>>.
 Estimating training values, Adjusting the Weights
4.1Estimating Training Values
 In ex. Training information only available is about game was
won or not.
 An approach is made to assign the training value of Vtrain(b)
for intermediate board state b to be V^(successor(b)). Where
v(b) the learners current approximation to V.(Successor(b)
denotes the next board state of b.
 V,,,i. (b)c c(~successor(b)) Each training example is an ordered
pair of the form k for estimating training values< b,Vtrain (b)>
 Recall that according to our formulation of the learning
problem, the only training information available to our learner
is whether the game was eventually won or lost.
 Rule for estimating training values.
Vtrain(b)🡨V^(Successor(b))
4.2 Adjusting The Weights
Cont…
 Several algorithms are known for finding weights of a linear function that
minimize E defined in this way.
 In our case, we require an algorithm that will incrementally refine the
weights as new training examples become available and that will be robust
to errors in these estimated training values. One such algorithm is called the
Least Mean Squares, or LMS training rule.
 For each observed training example it adjusts the weights a small amount in
the direction that reduces the error on this training example.
Cont…
Final Design
 The Final design of our checkers learning system can
be naturally described by four distinct program
modules that represent the central components in
many learning systems.
 Performance System : It is the module that must solve
the given performance task, in this case playing
checkers, by using the learned target functions(s).
 The Critic takes as input the history or trace of the game
and produces as output a set of training examples of the
target function
 The Generalizer takes as input the training examples and
produces an output hypothesis that is its estimate of the
target function.
 The Experiment Generator takes as input the current
hypothesis (currently learned function) and outputs a new
problem (i.e., initial board state) for the Performance
System to explore. Its role is to pick new practice problems
that will maximize the learning rate of the overall system.
In our example, the Experiment Generator follows a very
simple strategy: It always proposes the same initial game
board to begin a new game.
Perspective & Issues in Machine
Learning
Perspective:
 It involves searching a very large space of possible hypothesis to
determine the one that best fits the observed data.
Issues:
 Which algorithm performs best for which types of problems &
representation?
 How much training data is sufficient?
 Can prior knowledge be helpful even when it is only
approximately correct?
 The best strategy for choosing a useful next training experience.
 What specific function should the system attempt to learn?
 How can learner automatically alter it’s representation to
improve it’s ability to represent and learn the target function?
References
 [1] https://dimensionless.in/what-is-the-difference-between-data-science-data-mining-and-machine-learning/
 [2] https://www.cin.ufpe.br/~cavmj/Machine%20-%20Learning%20-%20Tom%20Mitchell.pdf
 [3] https://en.wikipedia.org/wiki/File:Fig-X_All_ML_as_a_subfield_of_AI.jpg

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ML_ Unit_1_PART_A

  • 2. Course Outcomes  Understand the concepts of computational intelligence like machine learning  Ability to get the skill to apply machine learning techniques to address the real time problems in different areas  Understand the Neural Networks and its usage in machine learning application.
  • 3. Syllabus UNIT - I  Introduction - Well-posed learning problems, designing a learning system, Perspectives and issues in machine learning  Concept learning and the general to specific ordering – introduction, a concept learning task, concept learning as search, find-S: finding a maximally specific hypothesis, version spaces and the candidate elimination algorithm, remarks on version spaces and candidate elimination, inductive bias.  Decision Tree Learning – Introduction, decision tree representation, appropriate problems for decision tree learning, the basic decision tree learning algorithm, hypothesis space search in decision tree learning, inductive bias in decision tree learning, issues in decision tree learning.
  • 4. Def of ML  Machine learning (ML) is the study of computer algorithms that improve automatically through experience and by the use of data. 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.
  • 5.  Data mining is more about finding patterns and making sense of you data. Machine Learning on other hand is about using data to make predictions.
  • 6. Intro to ML  Imagine computers learning from medical records which treatments are most effective for new diseases, houses learning from experience to optimize energy costs based on the particular usage patterns of their occupants, or personal software assistants learning the evolving interests of their users in order to highlight especially relevant stories from the online morning newspaper.  However, algorithms have been invented that are effective for certain types of learning tasks, and a theoretical understanding of learning is beginning to emerge.  In the field known as data mining, machine learning algorithms are being used routinely to discover valuable knowledge from large commercial databases containing equipment maintenance records, loan applications, financial transactions, medical records, and the like.
  • 7. Literature Review  A few specific achievements provide a glimpse of the state of the art: programs have been developed that successfully learn to recognize spoken words (Waibel 1989; Lee 1989),  predict recovery rates of pneumonia patients (Cooper et al. 1997),  detect fraudulent use of credit cards, drive autonomous vehicles on public highways (Pomerleau 1989),  and play games such as backgammon at levels approaching the performance of human world champions (Tesauro 1992, 1995).  We are beginning to obtain initial models of human and animal learning and to understand their relationship to learning algorithms developed for computers (e.g., Laird et al. 1986; Anderson 1991; Qin et al. 1992; Chi and Bassock 1989; Ahn and Brewer 1993).  In applications, algorithms, theory, and studies of biological systems, the rate of progress has increased significantly over the past decade. Several recent applications of machine learning are summarized in Table 1.1. Langley and Simon (1995) and Rumelhart et al. (1994) survey additional applications of machine learning.
  • 8. WELL-POSED LEARNING PROBLEMS  Definition: A computer program is said to learn from experience E with respect to some class of tasks T and performance measure P, if its performance at tasks in T, as measured by P, improves with experience E. Example: Learning to drive an autonomous vehicle.  Machine learning methods have been used to train computer- controlled vehicles to steer correctly when driving on a variety of road types. For example, the ALVINN system (Pomerleau 1989) has used its learned strategies to drive unassisted at 70 miles per hour for 90 miles on public highways among other cars. Similar techniques have possible applications in many sensor-based control problems.
  • 9. A checkers learning problem:  For example, a computer program that learns to play checkers might improve its performance as measured by its ability to win at the class of tasks involving playing checkers games, through experience obtained by playing games against itself. A checkers learning problem:  Task T: playing checkers  Performance measure P: percent of games won against opponents  Training experience E: playing practice games against itself  We can specify many learning problems in this fashion, such as learning to recognize handwritten words, or learning to drive a robotic automobile autonomously.
  • 10. A handwriting recognition learning problem:  Task T: recognizing and classifying handwritten words within images  Performance measure P: percent of words correctly classified.  Training experience E: a database of handwritten words with given classifications
  • 11. A robot driving learning problem: Learning to classify new astronomical structures.  Machine learning methods have been applied to a variety of large databases to learn general regularities implicit in the data. For example, decision tree learning algorithms have been used by NASA to learn how to classify celestial objects from the second Palomar Observatory Sky Survey (Fayyad et al. 1995). This system is now used to automatically classify all objects in the Sky Survey, which consists of three terabytes of image data. A robot driving learning problem:  Task T: driving on public four-lane highways using vision sensors  Performance measure P: average distance traveled before an error (as judged by human overseer)  Training experience E: a sequence of images and steering commands recorded while observing a human driver  NOTE: For more examples refer textbook[2].
  • 12. Some disciplines and examples of their influence on machine learning.  Artificial intelligence  Bayesian methods  Computational complexity theory  Control theory  Information theory  Philosophy  Psychology and neurobiology  Statistics
  • 13. Designing a learning system  Choosing the training experience -- Examples of best moves, games outcome …  Choosing the target function -- board-move, board-value, …  Choosing a representation for the target function -- linear function with weights (hypothesis space)  Choosing a learning algorithm for approximating the target function --A method for parameter estimation • The Final Decision
  • 15. 1 Choosing the Training Experience:  One key attribute is whether the training experience provides direct or indirect feedback regarding the choices made by the performance system.  A second important attribute of the training experience is the degree to which the learner controls the sequence of training.  A third important attribute of the training experience is how well it represents the distribution of examples over which the final system performance P must be measured.
  • 16. Cont…  Task T: playing checkers  Performance measure P: percent of games won in the world tournament  Training experience E: games played against itself  In order to complete the design of the learning system, we must now choose 1. the exact type of knowledge to be, learned 2. a representation for this target knowledge 3. a learning mechanism
  • 18. 3.Choosing a Representation for the Target Function  Let us choose a simple representation: for any given board state, the function c will be calculated as a linear combination of the following board features:  x1: the number of black pieces on the board  x2: the number of red pieces on the board  x3: the number of black kings on the board  x4: the number of red kings on the board  x5: the number of black pieces threatened by red (i.e., which  can be captured on red's next turn)  x6: the number of red pieces threatened by black
  • 19. Cont…  Thus, our learning program will represent c(b) as a linear function of the form  V^(b)=w0+w1x1+w2x2+w3x3+w4x4+w5x5+w6x6  where wo through w6 are numerical coefficients, or weights, to be chosen by the learning algorithm.  Learned values for the weights w l through W6 will determine the relative importance of the various board features in determining the value of the board, whereas the weight wo will provide an additive constant to the board value.
  • 20. Cont…  Partial design of a checkers learning program:  Task T: playing checkers  Performance measure P: percent of games won in the world tournament  Training experience E: games played against itself  Targetfunction: V:Board ->R  Targetfunction representation  V^(b)=w0+w1x1+w2x2+w3x3+w4x4+w5x5+w6x6
  • 21. 4. Choosing a Function Approximation Algorithm  In order to learn the target function f we require a set of training examples, each describing a specific board state b and the training value Vtrain(b)for b. In other words, each training example is an ordered pair of the form (b, V',,,i,(b)). For instance, the following training example describes a board state b in which black has won the game (note x2 = 0 indicates that red has no remaining pieces) and for which the target function value Vtrain(b)is therefore +100.  b=(x1=3,x2=0,x3=1x4=0,x5=0x6=0)  <<x1=3,x2=0,x3=1,x4=0,x5=0,x6=0),+100>>.  Estimating training values, Adjusting the Weights
  • 22. 4.1Estimating Training Values  In ex. Training information only available is about game was won or not.  An approach is made to assign the training value of Vtrain(b) for intermediate board state b to be V^(successor(b)). Where v(b) the learners current approximation to V.(Successor(b) denotes the next board state of b.  V,,,i. (b)c c(~successor(b)) Each training example is an ordered pair of the form k for estimating training values< b,Vtrain (b)>  Recall that according to our formulation of the learning problem, the only training information available to our learner is whether the game was eventually won or lost.  Rule for estimating training values. Vtrain(b)🡨V^(Successor(b))
  • 23. 4.2 Adjusting The Weights
  • 24. Cont…  Several algorithms are known for finding weights of a linear function that minimize E defined in this way.  In our case, we require an algorithm that will incrementally refine the weights as new training examples become available and that will be robust to errors in these estimated training values. One such algorithm is called the Least Mean Squares, or LMS training rule.  For each observed training example it adjusts the weights a small amount in the direction that reduces the error on this training example.
  • 26. Final Design  The Final design of our checkers learning system can be naturally described by four distinct program modules that represent the central components in many learning systems.  Performance System : It is the module that must solve the given performance task, in this case playing checkers, by using the learned target functions(s).
  • 27.
  • 28.  The Critic takes as input the history or trace of the game and produces as output a set of training examples of the target function  The Generalizer takes as input the training examples and produces an output hypothesis that is its estimate of the target function.  The Experiment Generator takes as input the current hypothesis (currently learned function) and outputs a new problem (i.e., initial board state) for the Performance System to explore. Its role is to pick new practice problems that will maximize the learning rate of the overall system. In our example, the Experiment Generator follows a very simple strategy: It always proposes the same initial game board to begin a new game.
  • 29.
  • 30. Perspective & Issues in Machine Learning Perspective:  It involves searching a very large space of possible hypothesis to determine the one that best fits the observed data. Issues:  Which algorithm performs best for which types of problems & representation?  How much training data is sufficient?  Can prior knowledge be helpful even when it is only approximately correct?  The best strategy for choosing a useful next training experience.  What specific function should the system attempt to learn?  How can learner automatically alter it’s representation to improve it’s ability to represent and learn the target function?
  • 31. References  [1] https://dimensionless.in/what-is-the-difference-between-data-science-data-mining-and-machine-learning/  [2] https://www.cin.ufpe.br/~cavmj/Machine%20-%20Learning%20-%20Tom%20Mitchell.pdf  [3] https://en.wikipedia.org/wiki/File:Fig-X_All_ML_as_a_subfield_of_AI.jpg