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Perceptrons, Multilayer Networks

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Title: Perceptrons, Multilayer Networks


1
Lecture 3
  • Perceptrons, Multilayer Networks
  • (Chapts. 3 5, Wu McLarty)

2
Multilayer networks
  • Perceptrons are restricted to data sets which are
    linearly separable.
  • For this class of data, a perceptron can be
    trained with a finite number of iterations
  • Multilayer neural networks include multiple
    layers of neurons.
  • Hidden layers are sandwiched between input and
    output layers.
  • Usually feature full connectivity between layers
    - typically hundreds of connections, each with
    its own weight.
  • Multilayer networks can be trained to implement
    target functions which define surfaces in the
    descriptor space.

3
A multilayer network
hercules.ece.utexas.edu/course/
ee380l/1999sp/present/pholsiri.ppt
4
Multilayer Terminology
  • Often called a feed-forward network, since
    signals flow in only one direction (toward the
    output layer)
  • The first layer really serves to distribute the
    inputs to the neurons of the hidden layer this
    is done passively, with no application of a
    transfer function.
  • Some disagreement in the literature as to whether
    or not to include the input layer in the count of
    layers.

5
Signal propagation in a three (two?) layer network
h1
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6
Computing outputs
Transfer function
Hidden layer output
Output layer (target function)
7
Learning in multilayers
Minimize an error function
Find weights between layers so that
Where p h or o, and r and s take on all
appropriate values for each layer.
8
Backpropagation
  • Calculating the weights needed to locate a
    stationary position (all derivatives 0) entails
    some sort of minimization procedure.
  • The most popular method (due to Rumelhart) is
    called backpropagation.
  • Intuitively, the method adjusts synaptic weights
    by propagating errors backward, from output to
    inputs, and using the back-propagated errors to
    adjust weights.
  • It has a rigorous foundation based on the
    treatment shown in the previous slide.

9
BP Algorithm
For output unit,
Adjust weights to output unit
For hidden unit,
Adjust weights to hidden unit
10
BP Details
  • Different algorithms exist for batch and on-line
    training.
  • The derivation requires that the transfer
    function (phi) be continuous step functions are
    not allowed when using BP or similar training
    methods.
  • The BP algorithm is not guaranteed to converge,
    and if it does converge there is no lower limit
    on the rate.

11
More Details
  • Usually, one hidden layer is sufficient to model
    a complex target function however, the number of
    hidden units is an open question.
  • The sizes of the input and output layers are
    generally determined by the problem statement
    the number of hidden units is determined
    heuristically.
  • In most topologies, the network is fully
    connected (every output of layer j is connected
    to every input of j1).

12
Building Java Classes
  • Chapter 4
  • Lewis Loftus

13
Custom Classes
  • We will first work through the example in Listing
    4.1, where we build a custom class to represent a
    die (as in one member of a pair of dice).
  • Distinguish between instance and class variables
    public and private variables and methods.
  • Principle Object should be self-governing it
    should be the only entity to modify its own data.

14
Methods Terminology
  • Accessor method
  • Accesses an instance or class variable
  • Mutator method
  • Modifys a class instance variable
  • Parameters
  • The arguments passed to a method distinguish
  • Formal parameters
  • Actual parameters/arguments

15
Constructor Methods
  • Distinguished by having the same name as the
    associated class. Constructors initialize
    instances of a class.
  • Constructores must NOT have any return type, not
    even void!

16
More graphics programs
  • Take a look at the Smiley face and Splat
    programs. Try them out if you wish.

17
GUI Elements
  • Components - objects that have a graphical face
    and can be drawn in a frame.
  • Events - objects that correspond to a user
    action. A mouse click generates an event, as does
    dragging the mouse
  • Listener - an object that can intercept and
    evaluate events.

18
Simple GUIs
  • We will examine the PushCounter and Fahrenheit
    examples from the text (Listings 4.10-11 and
    4.12-13)
  • These simple examples actually demonstrate most
    of the principles you will need in your own
    programming work in BI785.
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