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Machine Learning: Introduction

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An example: learning to play checkers. What questions should we ask about Machine Learning? ... Example 4x4 checkers. V(b1)=20. V(b0)=20 ... – PowerPoint PPT presentation

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Title: Machine Learning: Introduction


1
Machine LearningIntroduction
  • Lecturer
  • Md Nor Ridzuan Daud
  • "Find a bug in a program, and fix it, and the
    program will work today. Show the program how to
    find and fix a bug, and the program will work
    forever." Oliver G. Selfridge

2
Machine Learning
  • Course Proforma WAES3302
  • Website
  • http//perdana.fsktm.um.edu.my/ridzuan/

3
Question of the Day
  • What is the next symbol in this series?

4
Question of the Day
  • What is the next symbol in this series?

5
Learning Adaptation
  • Modification of a behavioral tendency by
    expertise.
  • (Webster 1984)
  • A learning machine, broadly defined is any
    device whose
  • actions are influenced by past experiences.
    (Nilsson 1965)
  • Any change in a system that allows it to
    perform better
  • the second time on repetition of the same
    task or on another task drawn from the same
    population. (Simon 1983)
  • An improvement in information processing
    ability that results from information processing
    activity. (Tanimoto 1990)

6
Learning
  • Learning tasks
  • Pattern association
  • Pattern recognition (classification)
  • Function approximation
  • Control
  • Filtering

7
Learning classification
8
Learning vision
9
Learning
  • Learning problems
  • Learning with a teacher
  • Learning with a critic
  • Unsupervised learning

10
Learning with a Teacher
  • supervised learning
  • knowledge represented by a set of input-output
    examples (xi,yi)
  • minimize the error between the actual response
    of the learner and the desired response

desired response
state x
Environment
Teacher
actual response

Learning system
S
-
error signal
11
Learning with a Critic
  • learning through interaction with the environment
  • exploration of states and actions
  • feed-back through delayed primary reinforcement
    signal (temporal credit assignment problem)
  • goal maximize accumulated future reinforcements

primary reinforcement signal
state
Environment
Critic
heuristic reinforcement signal
Learning system
action
12
Unsupervised Learning
  • self-organized learning
  • no teacher or critic
  • task independent quality measure
  • identify regularities in the data and discover
    classes automatically
  • competitive learning

state
Environment
Learning system
13
Outline
  • Why Machine Learning?
  • What is a welldefined learning problem?
  • An example learning to play checkers
  • What questions should we ask about Machine
    Learning?

14
Why Machine Learning
  • Recent progress in algorithms and theory
  • Growing flood of online data
  • Computational power is available
  • Budding (smart) industry
  • Three niches for machine learning
  • Data mining using historical data to improve
    decisions
  • medical records gt medical knowledge

15
Cont..
  • Software applications we can't program by hand
  • autonomous driving
  • speech recognition
  • Self customizing programs
  • Newsreader that learns user interests

16
Applications of ML
  • Learning to recognize spoken words
  • SPHINX (Lee 1989)
  • Learning to drive an autonomous vehicle
  • ALVINN (Pomerleau 1989)
  • Learning to classify celestial objects
  • (Fayyad et al 1995)
  • Learning to play world-class backgammon
  • TD-GAMMON (Tesauro 1992)
  • Designing the morphology and control structure of
    electro-mechanical artefacts
  • GOLEM (Lipton, Pollock 2000)

17
Cont.
  • Autonomous driving
  • ALVINN Pomerleau, 1989 drives 70 mph on
    highways.
  • Using neural network learning

18
Where is this Headed?
  • Today
  • Firstgeneration algorithms neural nets,
    decision trees, regression ...
  • Applied to wellformatted database
  • Budding industry
  • Opportunity for tomorrow
  • Learn across full mixedmedia data
  • Learn across multiple internal databases, plus
    the web and newsfeeds
  • Learn by active experimentation
  • Learn decisions rather than predictions
  • Cumulative, lifelong learning
  • Programming languages with learning embedded?

19
Relevant Disciplines
  • Artificial intelligence
  • Bayesian methods
  • Computational complexity theory
  • Control theory
  • Information theory
  • Philosophy
  • Psychology and neurobiology
  • Statistics

20
What is the Learning Problem?
  • Learning Improving with experience at some
    task.
  • Improve over task T , with respect to performance
    measure P , based on experience E.
  • E.g., Learn to play checkers
  • T Play checkers
  • P of games won in world tournament
  • E opportunity to play against self

21
Learning to Play Checkers
  • T Play checkers
  • P Percent of games won in world tournament
  • What experience?
  • What exactly should be learned?
  • How shall it be represented?
  • What specific algorithm to learn it?

22
Type of Training Experience
  • Direct or indirect?
  • Direct board state -gt correct move
  • Indirect outcome of a complete game
  • Credit assignment problem
  • Teacher or not ?
  • Teacher selects board states
  • Learner can select board states
  • Is training experience representative of
    performance goal?
  • Training playing against itself
  • Performance evaluated playing against world
    champion

23
Choose Target Function
  • ChooseMove B ? M board state ? move
  • Maps a legal board state to a legal move
  • Evaluate B?V board state ? board value
  • Assigns a numerical score to any given board
    state, such that better board states obtain a
    higher score
  • Select the best move by evaluating all successor
    states of legal moves and pick the one with the
    maximal score

24
Definition of 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 not a final board state, 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.
  • Gives correct values but is not operational

25
State Space Search
V(b) ?
V(b) maxi V(bi)
26
State Space Search
V(b1) ?
V(b1) mini V(bi)
m6 b?b6
m5 b?b5
m4 b?b4
27
Final Board States
Black wins V(b)-100
Red wins V(b)100
draw V(b)0
28
Representation of Target Function
  • table look-up
  • collection of rules
  • neural networks
  • polynomial function of board features
  • trade-off in choosing an expressive
    representation
  • approximation accuracy
  • number of training examples required to learn the
    target function

29
Representation of Target Function
  • V(b)?0 ?1bp(b) ?2rp(b)
  • ?3bk(b) ?4rk(b) ?5bt(b) ?6rt(b)
  • bp(b) black pieces
  • rb(b) red pieces
  • bk(b) black kings
  • rk(b) red kings
  • bt(b) red pieces threatened by black
  • rt(b) black pieces threatened by red

30
Obtaining Training Examples
  • V(b) true target function
  • V(b) learned target function
  • Vtrain(b) training value
  • Rule for estimating training values
  • Vtrain(b) ? V(Successor(b))

31
Choose Weight Training Rule
  • LMS weight update rule
  • Select a training example b at random
  • 1. Compute error(b)
  • error(b) Vtrain(b) V(b)
  • 2. For each board feature fi, update weight ?i ?
    ?i ? fi error(b)
  • ? learning rate approx. 0.1

32
Example 4x4 checkers
  • V(b)?0 ?1rp(b) ?2bp(b)
  • Initial weights ?0-10, ?1 75, ?2 -60

V(b0)?0 ?12 ?22 20
m1 b?b1 V(b1)20
m2 b?b2 V(b2)20
m3 b?b3 V(b3)20
33
Example 4x4 checkers
V(b1)20
V(b0)20
1. Compute error(b0) Vtrain(b) V(b0) V(b1)
V(b0) 0 2. For each board feature fi, update
weight ?i ? ?i ? fi error(b) ?0 ? ?0 0.1 1
0 ?1 ? ?1 0.1 2 0 ?2 ? ?2 0.1 2 0
34
Example 4x4 checkers
V(b0)20
35
Example 4x4 checkers
V(b3)20
V(b4a)20
V(b4b)-55
36
Example 4x4 checkers
V(b4)-55
V(b3)20
1. Compute error(b3) Vtrain(b) V(b3) V(b4)
V(b3) -75 2. For each board feature fi,
update weight ?i ? ?i ? fi error(b) ?0-10,
?1 75, ?2 -60 ?0 ? ?0 - 0.1 1 75, ?0
-17.5 ?1 ? ?1 - 0.1 2 75, ?1 60 ?2 ? ?2 -
0.1 2 75, ?2 -75
37
Example 4x4 checkers
?0 -17.5 , ?1 60, ?2 -75
V(b5)-107.5
V(b4)-107.5
38
Example 4x4 checkers
V(b6)-167.5
V(b5)-107.5
error(b5) Vtrain(b) V(b5) V(b6) V(b5)
-60 ?0-17.5, ?1 60, ?2 -75 ?i ? ?i ? fi
error(b) ?0 ? ?0 - 0.1 1 60, ?0 -23.5 ?1 ?
?1 - 0.1 1 60, ?1 54 ?2 ? ?2 - 0.1 2
60, ?2 -87
39
Example 4x4 checkers
Final board state black won Vf(b)-100
V(b6)-197.5
error(b6) Vtrain(b) V(b6) Vf(b6) V(b6)
97.5 ?0-23.5, ?1 54, ?2 -87 ?i ? ?i ? fi
error(b) ?0 ? ?0 0.1 1 97.5, ?0 13.75 ?1
? ?1 0.1 0 97.5, ?1 54 ?2 ? ?2 0.1 2
97.5, ?2 -67.5
40
Evolution of Value Function
Training data before after
41
Design Choices
42
Some Issues in Machine Learning
  • What algorithms can approximate functions well
    (and when)?
  • How does number of training examples influence
    accuracy?
  • How does complexity of hypothesis representation
    impact it?
  • How does noisy data influence accuracy?
  • What are the theoretical limits of learnability?
  • How can prior knowledge of learner help?
  • What clues can we get from biological learning
    systems?
  • How can systems alter their own representations?
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