Chapter 1: Introduction - PowerPoint PPT Presentation

1 / 17
About This Presentation
Title:

Chapter 1: Introduction

Description:

Chapter 1: Introduction Definition and Applications of Machine Designing a Learning System Choosing the Training Experience Choosing the Target Function ... – PowerPoint PPT presentation

Number of Views:123
Avg rating:3.0/5.0
Slides: 18
Provided by: ackr
Category:

less

Transcript and Presenter's Notes

Title: Chapter 1: Introduction


1
Chapter 1 Introduction
2
? ?
  • Definition and Applications of Machine
  • Designing a Learning System
  • Choosing the Training Experience
  • Choosing the Target Function
  • Choosing a Representation for the Target Function
  • Choosing a Function Approximation Algorithm
  • The Final Design
  • Perspectives and Issues in Machine Learning
  • Organization of the Book
  • Summary and Bibliography

3
Applications of Machine Learning
  • Recognizing spoken words
  • ??? ?? ??, ?? ??
  • ???, Hidden Markov models
  • Driving an autonomous vehicle
  • ?? ??? ??, ???? ?? ??? ??
  • Classifying new astronomical structures
  • ?? ?? ??, Decision tree learning ?? ??
  • Playing world-class Backgammon
  • ?? ??? ??? ??? ??, ???? ??? ??

4
Disciplines Related with Machine Learning
  • Artificial intelligence
  • ?? ?? ??, ????, ????, ????? ??
  • Bayesian methods
  • ?? ????? ??, naïve Bayes classifier, unobserved
    ?? ? ??
  • Computational complexity theory
  • ?? ??, ?? ???? ??, ??? ? ?? ??? ??? ??? ??
  • Control theory
  • ?? ??? ??? ????? ????? ?? ?? ??? ??

5
Disciplines Related with Machine Learning (2)
  • Information theory
  • Entropy? Information Content? ??, Minimum
    Description Length, Optimal Code ? Optimal
    Training? ??
  • Philosophy
  • Occams Razor, ???? ??? ??
  • Psychology and neurobiology
  • Neural network models
  • Statistics
  • ??? ??? ??? ???? ??? ???, ????, ??? ??

6
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.
  • A class of tasks T
  • Experience E
  • Performance measure P

7
A Checkers Learning Problem
  • Three Features ????? ??
  • The class of tasks
  • The measure of performance to be improved
  • The source of experience
  • Example
  • Task T playing checkers
  • Performance measure P percent of games won
    against opponent
  • Training experience E playing practice games
    against itself

8
1.2 Designing a Learning System
  • Choosing the Training Experience
  • Choosing the Target Function
  • Choosing a Representation for the Target Function
  • Choosing a Function Approximation Algorithm

9
Choosing the Training Experience
  • Key Attributes
  • Direct/indirect feedback
  • Direct feedback checkers state and correct move
  • Indirect feedback move sequence and final
    outcomes
  • Degree of controlling the sequence of training
    example
  • Learner? ?? ??? ?? ? teacher? ??? ?? ??
  • Distribution of examples
  • ???? ??? ???? ???? ?? ??? ? ???? ?

10
Choosing the Target Function
  • A function that chooses the best move M for any B
  • ChooseMove B --gt M
  • Difficult to learn
  • It is useful to reduce the problem of improving
    performance P at task T to the problem of
    learning some particular target function.
  • An evaluation function that assigns a numerical
    score to any B
  • V B --gt R

11
Target Function for the Checkers Problem
  • Algorithm
  • If b is a final state that is won, then V(b)
    100
  • . that is lost, then V(b)-100
  • . that is drawn, then V(b)0
  • If b is not a final state, then V(b)V(b), where
    b is the best final board state
  • Nonoperational, i.e. not efficiently computable
    definition
  • Operational description of V needs function
    approximation

12
Choosing a Representation for the Target Function
  • Describing the function
  • Tables
  • Rules
  • Polynomial functions
  • Neural nets
  • Trade-off in choice
  • Expressive power
  • Size of training data

13
Linear Combination as Representation
  • (b) w0 w1x1 w2x2 w3x3 w4x4 w5x5
    w6x6
  • x1 of black pieces on the board
  • x2 of red pieces on the board
  • x3 of black kings on the board
  • x4 of red kings on the board
  • x5 of black pieces threatened by red
  • x6 of red pieces threatened by black
  • w1 - w6 weights

14
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
  • Target function V Board -gt R
  • Target function representation
  • (b) w0 w1x1 w2x2 w3x3 w4x4 w5x5
    w6x6

15
Choosing a Function Approximation Algorithm
  • A training example is represented as an ordered
    pair ltb, Vtrain(b)gt
  • b board state
  • Vtrain(b) training value for b
  • Instance black has won the game (x2 0)
  • ltltx13, x20, x31, x40, x50, x60gt, 100gt
  • Estimating training values for intermediate board
    states
  • Vtrain(b) lt- (Successor(b))
  • current approximation to V
  • Successor(b) the next board state

16
Adjusting the Weights
  • Choosing wi to best fit the training examples
  • Minimize the squared error
  • LMS Weight Update Rule
  • For each training example ltb, Vtrain(b)gt
  • 1. Use the current weights to calculate V(b)
  • 2. For each weight wi, update it as

17
The Final Design
Write a Comment
User Comments (0)
About PowerShow.com