The document discusses machine learning and provides examples of machine learning problems. It describes how a machine learning problem is defined by the task, performance measure, and training experience. It then gives examples of checkers, handwriting recognition, and robot driving learning problems. The document outlines important considerations for designing a machine learning system such as choosing the training experience, target function, representation of the target function, and function approximation algorithm.
Machine Learning Introduction by Dr.C.R.Dhivyaa Kongu Engineering CollegeDhivyaa C.R
The document discusses machine learning and concept learning. It provides details about:
1. The key components in designing a machine learning system, including choosing the training experience, target function, representation, and learning algorithm.
2. Concept learning tasks involve learning concepts or categories from examples to classify new examples.
3. Concept learning can be viewed as a search through the hypothesis space to find the hypothesis that best fits the training examples given the representation.
The document discusses machine learning and concept learning. It provides details about:
1. The key components in designing a machine learning system, including choosing the training experience, target function, representation, and learning algorithm.
2. Concept learning tasks involve learning concepts or categories from examples to classify new examples.
3. Concept learning can be viewed as a search through the hypothesis space to find the hypothesis that best fits the training examples given the representation.
This document provides information about a machine learning course including the instructor, prerequisite courses, grading policy, types of learning covered, and schedule. It also discusses well-posed learning problems, designing a learning system by choosing the training experience, target function, representation, learning algorithm, and issues in machine learning.
UNIT 1 Machine Learning [KCS-055] (1).pptxRohanPathak30
Machine learning is a form of artificial intelligence that allows systems to learn from data and improve automatically without being explicitly programmed. The process of learning begins with observations or data that are used to identify patterns and make better decisions. There are three main types of machine learning: supervised learning where the system is trained by labeled examples, unsupervised learning where the system finds hidden patterns in unlabeled data, and reinforcement learning where the system learns from interaction with its environment through rewards and punishments. Key developments in machine learning history include the perceptron in the 1950s, backpropagation in the 1970s, and boosting algorithms in the 1990s.
The document discusses key considerations in designing a machine learning system to learn how to play checkers at a tournament level. It would:
1) Use games played against itself as training experience to learn an evaluation function that scores board states based on features like piece counts.
2) Represent the target evaluation function as a linear combination of the board state features weighted through learning.
3) Use the Least Mean Squares algorithm to iteratively adjust the weights based on training examples of board states and scores, derived from game outcomes, to minimize error.
The document discusses machine learning and designing a machine learning system. It proposes designing a program to learn to play checkers by training through self-play games. Key aspects of the design include choosing the training experience of indirect feedback through game outcomes, learning a target function V that assigns values to board states to select the best move, and representing V to guide the learning mechanism. The goal is for the program to improve at checkers and perform well in tournaments.
Introdution and designing a learning systemswapnac12
The document discusses machine learning and provides definitions and examples. It covers the following key points:
- Machine learning is a subfield of artificial intelligence concerned with developing algorithms that allow computers to learn from data without being explicitly programmed.
- Well-posed learning problems have a defined task, performance measure, and training experience. Examples given include learning to play checkers and recognize handwritten words.
- Designing a machine learning system involves choosing a training experience, target function, representation of the target function, and learning algorithm to approximate the function. A checkers-playing example is used to illustrate these design decisions.
- The document discusses a lecture on machine learning given by Ravi Gupta and G. Bharadwaja Kumar.
- Machine learning allows computers to automatically improve at tasks through experience. It is used for problems where the output is unknown and computation is expensive.
- Machine learning involves training a decision function or hypothesis on examples to perform tasks like classification, regression, and clustering. The training experience and representation impact whether learning succeeds.
- Choosing how to represent the target function, select training examples, and update weights to improve performance are issues in machine learning systems.
Machine Learning Introduction by Dr.C.R.Dhivyaa Kongu Engineering CollegeDhivyaa C.R
The document discusses machine learning and concept learning. It provides details about:
1. The key components in designing a machine learning system, including choosing the training experience, target function, representation, and learning algorithm.
2. Concept learning tasks involve learning concepts or categories from examples to classify new examples.
3. Concept learning can be viewed as a search through the hypothesis space to find the hypothesis that best fits the training examples given the representation.
The document discusses machine learning and concept learning. It provides details about:
1. The key components in designing a machine learning system, including choosing the training experience, target function, representation, and learning algorithm.
2. Concept learning tasks involve learning concepts or categories from examples to classify new examples.
3. Concept learning can be viewed as a search through the hypothesis space to find the hypothesis that best fits the training examples given the representation.
This document provides information about a machine learning course including the instructor, prerequisite courses, grading policy, types of learning covered, and schedule. It also discusses well-posed learning problems, designing a learning system by choosing the training experience, target function, representation, learning algorithm, and issues in machine learning.
UNIT 1 Machine Learning [KCS-055] (1).pptxRohanPathak30
Machine learning is a form of artificial intelligence that allows systems to learn from data and improve automatically without being explicitly programmed. The process of learning begins with observations or data that are used to identify patterns and make better decisions. There are three main types of machine learning: supervised learning where the system is trained by labeled examples, unsupervised learning where the system finds hidden patterns in unlabeled data, and reinforcement learning where the system learns from interaction with its environment through rewards and punishments. Key developments in machine learning history include the perceptron in the 1950s, backpropagation in the 1970s, and boosting algorithms in the 1990s.
The document discusses key considerations in designing a machine learning system to learn how to play checkers at a tournament level. It would:
1) Use games played against itself as training experience to learn an evaluation function that scores board states based on features like piece counts.
2) Represent the target evaluation function as a linear combination of the board state features weighted through learning.
3) Use the Least Mean Squares algorithm to iteratively adjust the weights based on training examples of board states and scores, derived from game outcomes, to minimize error.
The document discusses machine learning and designing a machine learning system. It proposes designing a program to learn to play checkers by training through self-play games. Key aspects of the design include choosing the training experience of indirect feedback through game outcomes, learning a target function V that assigns values to board states to select the best move, and representing V to guide the learning mechanism. The goal is for the program to improve at checkers and perform well in tournaments.
Introdution and designing a learning systemswapnac12
The document discusses machine learning and provides definitions and examples. It covers the following key points:
- Machine learning is a subfield of artificial intelligence concerned with developing algorithms that allow computers to learn from data without being explicitly programmed.
- Well-posed learning problems have a defined task, performance measure, and training experience. Examples given include learning to play checkers and recognize handwritten words.
- Designing a machine learning system involves choosing a training experience, target function, representation of the target function, and learning algorithm to approximate the function. A checkers-playing example is used to illustrate these design decisions.
- The document discusses a lecture on machine learning given by Ravi Gupta and G. Bharadwaja Kumar.
- Machine learning allows computers to automatically improve at tasks through experience. It is used for problems where the output is unknown and computation is expensive.
- Machine learning involves training a decision function or hypothesis on examples to perform tasks like classification, regression, and clustering. The training experience and representation impact whether learning succeeds.
- Choosing how to represent the target function, select training examples, and update weights to improve performance are issues in machine learning systems.
Machine learning allows computer programs to improve at tasks through experience. The document discusses defining a learning problem by specifying a task, performance measure, and training experiences. It also covers choosing a target function, representation, and learning algorithm like linear regression to approximate values for checkers positions based on weighted board features. Key issues discussed are how training data, complexity, and noise impact accuracy and learnability.
The document provides an overview of machine learning concepts including:
- Defining machine learning as computer algorithms that improve with experience and data
- Describing examples like speech recognition, medical diagnosis, and game playing
- Outlining the components of designing a machine learning system like choosing the target function, representation, and learning algorithm
- Explaining concepts like version spaces, decision trees, and neural networks that are used in machine learning applications
This course will enable students to
Define machine learning and understand the basic theory underlying machine learning.
Differentiate supervised, unsupervised and reinforcement learning
Understand the basic concepts of learning and decision trees.
Understand neural networks and Bayesian techniques for problems appear in machine learning
Understand the instant based learning and reinforced learning
Perform statistical analysis of machine learning techniques.
After studying this course, students will be able to
Choose the learning techniques and investigate concept learning
Identify the characteristics of decision tree and solve problems associated with
Apply effectively neural networks for appropriate applications
Apply Bayesian techniques and derive effectively learning rules
Evaluate hypothesis and investigate instant based learning and reinforced learning
1) Machine learning involves a computer program improving its performance on tasks through experience.
2) Examples of successful machine learning applications include speech recognition, autonomous vehicles, and playing backgammon.
3) Machine learning is important because some tasks are difficult to define with rules, relationships may be hidden in data, and environments change over time.
1. The document discusses machine learning and provides examples of applications including speech recognition, autonomous vehicles, and astronomy classification.
2. It defines machine learning as a computer program improving its performance on tasks through experience, and notes important reasons for machine learning include handling undefined tasks, finding hidden relationships in data, and adapting to changing environments.
3. As an example, it outlines designing a machine learning system to play checkers, including choosing the training experience of practice games, the target function of winning percentage, representing the game as board states, and using a learning algorithm to update weights based on results.
This document provides an introduction to machine learning, including:
1) Definitions of learning as improving performance from experience and classification tasks.
2) Reasons to study machine learning like engineering better systems and discovering new knowledge.
3) Key aspects of designing a learning system like choosing the task, experience, and representation.
This document discusses machine learning concepts including what learning is, different types of learning tasks like classification and problem solving/planning, measuring performance, reasons to study machine learning, related disciplines, defining learning tasks, designing learning systems, sample learning problems, and lessons learned about learning. It uses the example of learning to play checkers to illustrate many of these concepts such as representing the target function, obtaining training data, choosing a learning algorithm, and discussing specific algorithms like least mean squares regression.
The document discusses designing a machine learning system to play checkers. It covers:
1) Choosing training experience of playing games against itself.
2) Defining the target function to evaluate board states and choose the best move.
3) Representing the target function as a linear combination of board features and weights to be learned.
This document provides an overview of machine learning. It discusses supervised learning techniques like classification and regression. It also covers unsupervised learning techniques like clustering, dimensionality reduction, and association rule learning. The document outlines the machine learning workflow and compares instance-based versus model-based learning. It discusses challenges like insufficient data, poor data quality, irrelevant features, and overfitting. The goal is to provide learners with a base to build machine learning skills and solve problems using techniques like regression, data preprocessing, visualization, and evaluating models.
This power point presentation provides an overview of machine learning. It discusses what machine learning is, why machines learn, the problems solved by machine learning like image recognition and language translation. It covers the components of learning like data storage, abstraction, generalization and evaluation. Applications of machine learning like retail, finance, medicine are presented. Different learning models like logical, geometric, probabilistic are explained. Finally, the presentation discusses the design process for a machine learning system like choosing the training experience, target function, its representation and the approximation algorithm.
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The document discusses online learning and adaptive game playing. It defines online learning as processing data sequentially in a streaming fashion to train machine learning models. This allows learning from large datasets that cannot fit in memory or when data is continuously generated. Common applications include recommendations, fraud detection, and portfolio management. The document also discusses how reinforcement learning differs from online learning in having a goal of optimizing rewards through a sequence of actions rather than predicting single outputs. It describes early implementations of adaptive game playing using algorithms like naive Bayes, Markov decision processes, and n-grams on the game of rock-paper-scissors before discussing a more complex fighting game implementation.
DataScienceLab2017_Оптимизация гиперпараметров машинного обучения при помощи ...GeeksLab Odessa
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Максим Бевза (Research Engineer at Grammarly)
Все алгоритмы машинного обучения нуждаются в настройке (тьюнинге). Часто мы используем Grid Search или Randomized Search или нашу интуицию для подбора гиперпараметров. Байесовская оптимизация поможет нам направить Randomized Search в те места, которые наиболее перспективны, так, чтобы тот же (или лучший) результат мы получили за меньшее количество итераций.
Все материалы: http://datascience.in.ua/report2017
The document discusses different types of machine learning, including supervised learning where algorithms are trained using labeled examples, unsupervised learning which explores unlabeled data to find structures, semi-supervised learning which uses both labeled and unlabeled data, and reinforcement learning where an agent learns through trial and error interactions with an environment. It also covers topics such as natural language processing, ensemble learning techniques like boosting and bagging, and applications of machine learning like image recognition, medical diagnosis, and fraud detection. The document provides an overview of key concepts in machine learning including how learning systems work and the different steps involved in natural language processing.
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This presentation discusses decision trees as a machine learning technique. This introduces the problem with several examples: cricket player selection, medical C-Section diagnosis and Mobile Phone price predictor. It discusses the ID3 algorithm and discusses how the decision tree is induced. The definition and use of the concepts such as Entropy, Information Gain are discussed.
Machine learning allows machines to learn from examples and experience to progressively improve performance on tasks. It involves using algorithms and statistical models to analyze experience in the form of data. There are three main types of machine learning: supervised learning which uses labeled input and output data to train a model; unsupervised learning which finds patterns in unlabeled data; and reinforcement learning where an agent learns through trial-and-error interactions with an environment.
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This document summarizes an efficient use of temporal difference techniques in computer game learning. It discusses reinforcement learning and some key concepts including the agent-environment interface, types of reinforcement learning tasks, elements of reinforcement learning like policy, reward functions, and value functions. It also describes algorithms like dynamic programming, policy iteration, value iteration, and temporal difference learning. Finally, it mentions some applications of reinforcement learning in benchmark problems, games, and real-world domains like robotics and control.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
Logistic regression is a machine learning classification algorithm used to predict the probability of a categorical dependent variable given one or more independent variables. It uses a logit link function to transform the probability values into odds ratios between 0 and infinity. The model is trained by minimizing a cost function called logistic loss using gradient descent optimization. Model performance is evaluated using metrics like accuracy, precision, recall, and the confusion matrix, and can be optimized by adjusting the probability threshold for classifications.
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This document discusses parallel machine learning algorithms. It covers topics like parallel processing, supervised and unsupervised learning, linear regression for price prediction, gradient descent optimization, and matrix factorization. It also describes distributed stochastic gradient descent (DSGD) for parallelizing matrix factorization algorithms across multiple nodes. DSGD randomly permutes and partitions the data matrix before distributing the blocks to different nodes for parallel optimization.
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Machine learning allows computer programs to improve at tasks through experience. The document discusses defining a learning problem by specifying a task, performance measure, and training experiences. It also covers choosing a target function, representation, and learning algorithm like linear regression to approximate values for checkers positions based on weighted board features. Key issues discussed are how training data, complexity, and noise impact accuracy and learnability.
The document provides an overview of machine learning concepts including:
- Defining machine learning as computer algorithms that improve with experience and data
- Describing examples like speech recognition, medical diagnosis, and game playing
- Outlining the components of designing a machine learning system like choosing the target function, representation, and learning algorithm
- Explaining concepts like version spaces, decision trees, and neural networks that are used in machine learning applications
This course will enable students to
Define machine learning and understand the basic theory underlying machine learning.
Differentiate supervised, unsupervised and reinforcement learning
Understand the basic concepts of learning and decision trees.
Understand neural networks and Bayesian techniques for problems appear in machine learning
Understand the instant based learning and reinforced learning
Perform statistical analysis of machine learning techniques.
After studying this course, students will be able to
Choose the learning techniques and investigate concept learning
Identify the characteristics of decision tree and solve problems associated with
Apply effectively neural networks for appropriate applications
Apply Bayesian techniques and derive effectively learning rules
Evaluate hypothesis and investigate instant based learning and reinforced learning
1) Machine learning involves a computer program improving its performance on tasks through experience.
2) Examples of successful machine learning applications include speech recognition, autonomous vehicles, and playing backgammon.
3) Machine learning is important because some tasks are difficult to define with rules, relationships may be hidden in data, and environments change over time.
1. The document discusses machine learning and provides examples of applications including speech recognition, autonomous vehicles, and astronomy classification.
2. It defines machine learning as a computer program improving its performance on tasks through experience, and notes important reasons for machine learning include handling undefined tasks, finding hidden relationships in data, and adapting to changing environments.
3. As an example, it outlines designing a machine learning system to play checkers, including choosing the training experience of practice games, the target function of winning percentage, representing the game as board states, and using a learning algorithm to update weights based on results.
This document provides an introduction to machine learning, including:
1) Definitions of learning as improving performance from experience and classification tasks.
2) Reasons to study machine learning like engineering better systems and discovering new knowledge.
3) Key aspects of designing a learning system like choosing the task, experience, and representation.
This document discusses machine learning concepts including what learning is, different types of learning tasks like classification and problem solving/planning, measuring performance, reasons to study machine learning, related disciplines, defining learning tasks, designing learning systems, sample learning problems, and lessons learned about learning. It uses the example of learning to play checkers to illustrate many of these concepts such as representing the target function, obtaining training data, choosing a learning algorithm, and discussing specific algorithms like least mean squares regression.
The document discusses designing a machine learning system to play checkers. It covers:
1) Choosing training experience of playing games against itself.
2) Defining the target function to evaluate board states and choose the best move.
3) Representing the target function as a linear combination of board features and weights to be learned.
This document provides an overview of machine learning. It discusses supervised learning techniques like classification and regression. It also covers unsupervised learning techniques like clustering, dimensionality reduction, and association rule learning. The document outlines the machine learning workflow and compares instance-based versus model-based learning. It discusses challenges like insufficient data, poor data quality, irrelevant features, and overfitting. The goal is to provide learners with a base to build machine learning skills and solve problems using techniques like regression, data preprocessing, visualization, and evaluating models.
This power point presentation provides an overview of machine learning. It discusses what machine learning is, why machines learn, the problems solved by machine learning like image recognition and language translation. It covers the components of learning like data storage, abstraction, generalization and evaluation. Applications of machine learning like retail, finance, medicine are presented. Different learning models like logical, geometric, probabilistic are explained. Finally, the presentation discusses the design process for a machine learning system like choosing the training experience, target function, its representation and the approximation algorithm.
Online learning & adaptive game playingSaeid Ghafouri
The document discusses online learning and adaptive game playing. It defines online learning as processing data sequentially in a streaming fashion to train machine learning models. This allows learning from large datasets that cannot fit in memory or when data is continuously generated. Common applications include recommendations, fraud detection, and portfolio management. The document also discusses how reinforcement learning differs from online learning in having a goal of optimizing rewards through a sequence of actions rather than predicting single outputs. It describes early implementations of adaptive game playing using algorithms like naive Bayes, Markov decision processes, and n-grams on the game of rock-paper-scissors before discussing a more complex fighting game implementation.
DataScienceLab2017_Оптимизация гиперпараметров машинного обучения при помощи ...GeeksLab Odessa
DataScienceLab, 13 мая 2017
Оптимизация гиперпараметров машинного обучения при помощи Байесовской оптимизации
Максим Бевза (Research Engineer at Grammarly)
Все алгоритмы машинного обучения нуждаются в настройке (тьюнинге). Часто мы используем Grid Search или Randomized Search или нашу интуицию для подбора гиперпараметров. Байесовская оптимизация поможет нам направить Randomized Search в те места, которые наиболее перспективны, так, чтобы тот же (или лучший) результат мы получили за меньшее количество итераций.
Все материалы: http://datascience.in.ua/report2017
The document discusses different types of machine learning, including supervised learning where algorithms are trained using labeled examples, unsupervised learning which explores unlabeled data to find structures, semi-supervised learning which uses both labeled and unlabeled data, and reinforcement learning where an agent learns through trial and error interactions with an environment. It also covers topics such as natural language processing, ensemble learning techniques like boosting and bagging, and applications of machine learning like image recognition, medical diagnosis, and fraud detection. The document provides an overview of key concepts in machine learning including how learning systems work and the different steps involved in natural language processing.
Machine Learning using Support Vector MachineMohsin Ul Haq
This document provides an overview of machine learning using support vector machines (SVM). It first defines machine learning as a field that allows computers to learn without explicit programming. It then describes the main types of machine learning: supervised learning using labelled training data, unsupervised learning to find hidden patterns in unlabelled data, and reinforcement learning to maximize rewards. SVM is introduced as a classification algorithm that finds the optimal separating hyperplane between classes with the largest margin. Kernels are discussed as functions that enable SVMs to operate in high-dimensional implicit feature spaces without explicitly computing coordinates.
This presentation discusses decision trees as a machine learning technique. This introduces the problem with several examples: cricket player selection, medical C-Section diagnosis and Mobile Phone price predictor. It discusses the ID3 algorithm and discusses how the decision tree is induced. The definition and use of the concepts such as Entropy, Information Gain are discussed.
Machine learning allows machines to learn from examples and experience to progressively improve performance on tasks. It involves using algorithms and statistical models to analyze experience in the form of data. There are three main types of machine learning: supervised learning which uses labeled input and output data to train a model; unsupervised learning which finds patterns in unlabeled data; and reinforcement learning where an agent learns through trial-and-error interactions with an environment.
An efficient use of temporal difference technique in Computer Game LearningPrabhu Kumar
This document summarizes an efficient use of temporal difference techniques in computer game learning. It discusses reinforcement learning and some key concepts including the agent-environment interface, types of reinforcement learning tasks, elements of reinforcement learning like policy, reward functions, and value functions. It also describes algorithms like dynamic programming, policy iteration, value iteration, and temporal difference learning. Finally, it mentions some applications of reinforcement learning in benchmark problems, games, and real-world domains like robotics and control.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
Logistic regression is a machine learning classification algorithm used to predict the probability of a categorical dependent variable given one or more independent variables. It uses a logit link function to transform the probability values into odds ratios between 0 and infinity. The model is trained by minimizing a cost function called logistic loss using gradient descent optimization. Model performance is evaluated using metrics like accuracy, precision, recall, and the confusion matrix, and can be optimized by adjusting the probability threshold for classifications.
Parallel Machine Learning- DSGD and SystemMLJanani C
This document discusses parallel machine learning algorithms. It covers topics like parallel processing, supervised and unsupervised learning, linear regression for price prediction, gradient descent optimization, and matrix factorization. It also describes distributed stochastic gradient descent (DSGD) for parallelizing matrix factorization algorithms across multiple nodes. DSGD randomly permutes and partitions the data matrix before distributing the blocks to different nodes for parallel optimization.
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3. AI is anything capable of mimicking human behavior
Machine learning algorithms apply statistical methodologies to identify patterns in past human behavior and
make decisions.
DL techniques can adapt on their own, uncovering features in data that we never specifically programmed
them to find, and therefore we say they learn on their own.
4. Machine Learning - Andrew Ng
“If a typical person can do a mental task with less than one second of thought, we
can probably automate it using AI either now or in the near future.”
5. Learning - 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.
To have a well defined learning Problem
● Three features must be identified
○ Class of Tasks, Measure of performance to be improved and Source of Experience
6. A checkers learning problem
Objective : Designing a program to learn to play Checkers
Checkers
Video : https://youtu.be/ScKIdStgAfU
How to : https://www.wikihow.com/Play-Checkers
7. 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
9. 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
● 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
12. Designing a Learning System
● Choosing the Training Experience
● Choosing the Target Function
● Choosing a Representation for the Target function
● Choosing a Function Approximation Algorithm
○ Estimating Training Values
○ Adjusting Weights
● The Final Design
13. Choosing the Training Experience
First Design Choice
Choose the type of training experience from which our system will learn
The type of Training Experience has a significant impact on success or failure of the learner
14. Training Experience - Attributes 1
Type of Training Data
● Direct
○ Checkerboard status, Correct Move
● Indirect
○ Move sequences and final outcome of the various games played
○ Correctness of the specific moves early in the game must be inferred indirectly - from won or lost
○ Need to assign credits, - determining the degree to which each move in the sequence deserves credit or blame
for the final outcome
○ Credit assignment is a difficult problem - the game can be lost even when early moves are optimal, if these are
followed later by poor moves
15. Training Experience - Attributes 2
The degree to which the learner controls the sequence of training examples
● Teacher selects informative board states & provides the correct moves
● For each proposed confusing board state it asks the teacher for correct move
● Learner may have complete control
○ when it learns by playing itself with no teacher - learner may choose between experimenting with novel board
states or honing its skill by playing minor variations of promising lines of play
16. Training Experience - Attributes 3
How well E represents the distribution of examples over which the final P must be made
● learning is most reliable when the training examples follow a distribution similar to that of future test
examples.
17. Attributes 3 - checkers learning scenario
● The performance metric P is the percent of games the system wins in the world tournament.
● If its training experience E consists only of games played against itself, there is an obvious danger that
this training experience might not be fully representative of the distribution of situations over which
it will later be tested.
● For example, the learner might never encounter certain crucial board states that are very likely to be
played by the human checkers champion.
18. Attribute 3 (Contd…)
In practice, it is often necessary to learn from a distribution of examples that is somewhat different from
those on which the final system will be evaluated
Such situations are problematic because mastery of one distribution of examples will not necessary lead to
strong performance over some other distribution
19. Design of Learning System
Needs to choose
● the exact type of knowledge to be learned
● a representation for this target knowledge
● a learning mechanism
20. Choosing the Target Function
Determine what type of knowledge will be learned
Assume a checkers-playing program
● Can generate the legal moves from any board state
● Need to learn how to choose the best move from these legal moves
● This learning task is representative of a large class of tasks for which the legal moves that define
some large search space are known a priori, but for which the best search strategy is not known.
21. Choosing the Target Function contd..
The type of information to be learned is a
program that chooses the best move for any
given board state
● ChooseMove : B → M
● Where B is a set of legal board state
● M is a set of legal moves
Very difficult - indirect training experience
The problem of improving P at task T
Reduces to
Learning a Target Function such as ChooseMove
CHOICE OF THE TARGET FUNCTION WILL BE THE
KEY
22. Alternate Target Function
An evaluation function that assigns a numerical
score to any given board state
Should assign higher score to better board states
V : B → ℛ
● Where B is a set of legal board states
● ℛ denotes a set of real numbers
23. Alternate Target Function (Contd…)
If system can learn V
● It can select the best move from any current board position
○ Generate the successor board state for every legal move
○ Use V to choose the best successor
24. Possible Definition for Target function
● if b is a final board state that is won, then V(b) = 100
● If b is a final board state that is lost, then V(b) = -100
● if b is a final board state that is drawn, then V(b) = 0
● if b is a not a final state in the game, then V(b) = V(b’), where b' is the best final board state that can
be achieved starting from b and playing optimally until the end of the game
Cannot be efficiently computable - NON-OPERATIONAL Definition
Goal of learning is to discover operational description of V - evaluate and select moves within realistic
time bounds
25. Approximation to Target Function
The problem of improving P at task T
Reduces to
Learning a Target Function such as ChooseMove
Reduces to
Operational Description of the ideal target function V
Difficult to learn operational form of V perfectly
Acquire Approximation
Process of learning the target function with some
approximation - Function Approximation
The function that is actually learned by our
program -
26. Choosing a Representation for the Target
Function
Represent as
● A large table with all board states and a value for each board state
● A collection of rules that match against features of the board state
● A quadratic polynomial of predefined board features
● An ANN
27. A Simple Representation of
● xl: the number of black pieces on the board
● x2: the number of red pieces on the board
● xs: 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
where w0 through w6 are numerical coefficients or weights - to be chosen by the Learning Algorithm
28. Partial Design - Checker’s Learning
Program
● Task T: playing checkers
● Performance measure P: percent of games won in the world tournament Specification of L.Task
● Training experience E: games played against itself
● Target function: V : Board → ℛ Design choices for the implementation of the learning Problem
● Target function representation
29. Partial Design (Contd…)
Net effect of this set of Design choices is to reduce
The problem of Learning a Checkers Strategy
Problem of Learning the values of Coefficients w0 through w6 in the target function
Representation
30. Choosing a Function Approximation
Algorithm
To learn the target function , training examples are needed - (b,Vtrain (b))
For Example,
((x1 = 3,x2 = 0,x3 = 1,x4 = 0, x5 = 0,x6 = 0),+100) describes the board state b in which black has won
Steps Involved
Estimating Training values from the indirect Training Experience available
Adjusting the weights to best fit the training Example
31. Estimating Training Values
● The only training information available to our learner is whether the game was eventually won or
lost.
● We require training examples that assign specific scores to specific board states.
● It is easy to assign a value to board states that correspond to the end of the game, it is less obvious
how to assign training values to the more numerous intermediate board states that occur before the
game's end.
● The game was eventually won or lost does not necessarily indicate that every board state along the
game path was necessarily good or bad
● Even if the program loses the game, it may still be the case that board states occurring early in the
game should be rated very highly and that the cause of the loss was a subsequent poor move.
32. Estimating Training Values
One simple approach has been found to be surprisingly successful.
seem strange to use the current version of to estimate training values that will be used to refine this very
same function.
This will make sense if tends to be more accurate for board states closer to game's end.
33. Adjusting Weights - Common Approach
Is to define the best hypothesis, or set of weights, as that which minimizes the squared error E between the
training values and the values predicted by the hypothesis
34. Least Mean Squares LMS training rule
For each training example <b, Vtrain(b)>
● Use the current weights to calculate (b)
● For each weight wi, update its as
𝜼 is a small constant - 0.1
36. Final Design - Four Modules
● Performance System
○ the module that must solve the given performance task - playing checkers, by using the learned target
function(s).
○ Input : A new game
○ Output : generates game history
○ Select the next move determined by
○ The system’s performance to improve as becomes increasingly accurate
● Critic
○ Input : history of the game
○ Output : a set of training examples (b, Vtrain)
37. Final Design - Four Modules Contd...
● Generalizer
○ Input : Training Examples
○ Output : Hypothesis - its estimate of target function
○ Generalizes from specific examples
○ Our Case : LMS and
● Experiment Generator
○ Input : Current Hypothesis
○ Output : A new problem
○ Pick a new practice problem that will maximize the learning rate
○ E.g Initial game board or can create board positions designed to explore particular region of space
39. ➔ What Algorithms exist for learning general target function ? Which one performs best for what type
of algorithm?
➔ How much training data is sufficient?
➔ When and How can prior knowledge held by the learner to guide the process of generalizing from
examples?
.
.
Issues in Machine Learning