Artificial Intelligence: Chapter 5 - Machine Learning
Artificial Intelligence: Chapter 5 - Machine Learning
Machine Learning
Institute of Information and Communication Technology
University of Sindh, Jamshoro
WHY LEARN?
Machine learning is programming computers to
optimize a performance criterion using example
data or past experience.
There is no need to learn to calculate payroll
Learning is used when:
Human expertise does not exist (navigating on Mars),
Humans are unable to explain their expertise (speech recognition)
Solution changes in time (routing on a computer network)
Solution needs to be adapted to particular cases (user biometrics)
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industrial/manufacturing control
mass spectrometer analysis, drug design, astronomic discovery
face/handwriting/speech recognition
driving a car, flying a plane
RELATED FIELDS
data
mining
control theory
statistics
information theory
machine
learning
decision theory
cognitive science
databases
psychological models
evolutionary
models
neuroscience
DATA MINING/KDD
Definition := KDD is the non-trivial process of
identifying valid, novel, potentially useful, and
ultimately understandable patterns in data (Fayyad)
Applications:
Retail: Market basket analysis, Customer relationship management (CRM)
Finance: Credit scoring, fraud detection
Manufacturing: Optimization, troubleshooting
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APPLICATIONS
Association Analysis
Supervised Learning
Classification
Regression/Prediction
Unsupervised Learning
Reinforcement Learning
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LEARNING ASSOCIATIONS
Basket analysis:
P (Y | X ) probability that somebody who buys X also buys Y where X and Y
are products/services.
Items
Bread, Milk
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CLASSIFICATION
Example: Credit scoring
Differentiating between lowrisk and high-risk customers
from their income and savings
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CLASSIFICATION: APPLICATIONS
Aka Pattern recognition
Face recognition: Pose, lighting, occlusion (glasses, beard), make-up,
hair style
Character recognition: Different handwriting styles.
Speech recognition: Temporal dependency.
Use of a dictionary or the syntax of the language.
Sensor fusion: Combine multiple modalities; eg, visual (lip image) and acoustic for
speech
FACE RECOGNITION
Training examples of a person
Test images
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UNSUPERVISED LEARNING
Learning what normally happens
No output
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REINFORCEMENT LEARNING
Topics:
Policies: what actions should an agent take in a particular situation
Utility estimation: how good is a state (used by policy)
learning
element
learning goals
problem
generator
changes
knowledge
critic
performance standard
percepts
ENVIRONMENT
performance
element
actions
LEARNING ELEMENT
Design affected by:
performance element used
e.g., utility-based agent, reactive agent, logical agent
feedback available
e.g., correct action, reward, relative preferences
representation
attribute-based (feature vector)
relational (first-order logic)
use of knowledge
empirical (knowledge-free)
analytical (knowledge-guided)
Function
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1. PROBLEM DESCRIPTION:
CHECKER LEARNING PROBLEM
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V(b) = w0+w1.x1+w2.x2+w3.x3+w4.x4+w5.x5+w6.x6
^
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Defining a criterion for success [What is the error that needs to be minimized?]
Choose an algorithm capable of finding weights of a linear function that minimize that error [e.g. the Least
Mean Square (LMS) training rule].
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The Critic: Takes as input the trace of a game and outputs a set of
training examples of the target function
The Generalizer: Takes as input training examples and outputs a
hypothesis which estimates the target function. Good generalization
to new cases is crucial.
The Experiment Generator: Takes as input the current hypothesis
(currently learned function) and outputs a new problem (an initial
board state) for the performance system to explore
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