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Machine Learning in Five Minutes

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Adaptation of an artifact's behavior over time. Think ... TD-Backgammon, cobot, Robosoccer, Robotics, Food Processing... Slogans. Experience into expertise ... – PowerPoint PPT presentation

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Title: Machine Learning in Five Minutes


1
Machine Learning in Five Minutes
Spring 2003
  • Charles Isbell
  • Jeff Pierce

2
Agenda
  • A case study
  • An overview
  • Resources

3
Machine Learning
  • Adaptation of an artifacts behavior over time
  • Think about the data not the programming
  • Think about the features
  • Semantics might just be the things you do with
    something
  • Pattern recognition
  • Statistics
  • Probability theory
  • information theory
  • Theorems Algorithms
  • Less about engineering, a lot less about
    scalability
  • Can be about analysis, visualization, etc

4
A Case Study
  • Task Management
  • What can I do next?
  • Is my schedule reasonable?
  • Hand-coding rules vs Learning
  • Representation identifying the stand-in features
  • Finding those features
  • Unifying representations
  • Bringing it all together

5
Machine Learning Methodologies
  • Supervised Learning
  • Labeled examples
  • Function approximation
  • Unsupervised Learning
  • Description as density estimation
  • Clustering of unlabeled data
  • Dimensionality Reduction
  • Reinforcement Learning
  • Labeled sequences of events
  • A method for learning action choice (from delayed
    labeling)

6
Supervised Learning
  • Classification
  • Function Approximation
  • Give me lots of pairs of (x,y) and Ill learn
    yf(x)
  • Neural networks
  • Decision trees
  • SVMs
  • Time series

7
Unsupervised Learning
  • Description
  • Clustering (classification?)
  • Density Estimation
  • Time Series
  • Dimensionality Reduction
  • PCA, ICA
  • K-clustering
  • HMMs, K-order MMs
  • Graphical Models
  • Signal Separation

8
Reinforcement Learning
  • The Approach
  • States (may be only partially observable)
  • Actions (things one can do)
  • Transitions (how an action changes state)
  • Rewards (signals from the environment)
  • Policy maximizes long-term expected reward
  • Well-Defined and Understood
  • History of Success
  • TD-Backgammon, cobot, Robosoccer, Robotics, Food
    Processing
  • Temporal Difference, Q-Learning, Policy Iteration

9
Slogans
  • Experience into expertise
  • Focus on application-independent approaches for
    improving behavior via learning experience is
    the critical resource
  • Start in the middle and you're stuck in the
    middle
  • A system must ultimately derive its own
    representations from data from scratch or we'll
    be forever maintaining them
  • Data, not data structure
  • Traditional knowledge representations are
    brittle, limited, and seemingly impossible to
    derive from data
  • Seeing is "seeing as"
  • Perception and understanding are about making
    connections to past contexts via experience-tuned
    similarity metrics

10
  • Program a computer to fish and you have taught it
    one skill.
  • Program a computer to learn and you have taught
    it everything.

11
Resources
  • Association Agent
  • Ishmail
  • HMM
  • stuff on the web
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