Ke 4
Ke 4
LECTURE NOTES
ON
IT407 KNOWLEDGE ENGINEERING
MODULE 4
Prepared By
Prof. SHIJU KUMAR P S
Department of Information Technology
M E S COLLEGE OF ENGINEERING, KUTTIPPURAM
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IT 407 - Knowledge Engineering 2
Module 4
1. What is Learning?
“If an expert system--brilliantly designed, engineered and implemented--cannot learn not to
repeat its mistakes, it is not as intelligent as a worm or a sea anemone or a kitten.”
"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."
Machine learning refers to a system capable of the autonomous acquisition and integration of
knowledge. This capacity to learn from experience, analytical observation, and other means,
results in a system that can continuously self-improve and thereby offer increased efficiency
and effectiveness.
Types of Learning:
• Rote Learning
• Learning by Taking Advice
• Learning in Problem Solving (Reinforcement Learning)
• Learning from Examples: Induction (Instance-Based Learning)
• Explanation-Based Learning
• Discovery
• Analogy
• Neural Net and Genetic Learning
2. Rote Learning
It avoids understanding the inner complexity but focuses on memorizing the materials so that
it can be recalled exactly the way it was read.
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Research issues in this type of learning include organization of information for efficient
updates and retrieval, and generalization of information for effective updates and retrieval, as
well as interpretation and analysis.
This type of learning is natural in humans. However, a system that performs this type of
learning must be able to translate advice given into actionable decisions. Thus, in this case,
the system might not be doing any learning at all, as humans probably are the ones who do that
for the system. Research issues in this area involve efficient representation of advice and
effective parsing of advice to “operationalize” them.
For example, we know that “Defense wins championships” is a piece of good advice. But we
need to translate this high-level strategy into actionable tactics, such as playing “man-to-man
defense”, “substitute often”, etc.
There are three basic methods in which a system can learn from its own experiences.
• Learning by Parameter Adjustment
• Learning by Macro Operators
• Learning by Chunking
Many programs rely on an evaluation procedure to summaries the state of search etc. Game
playing programs provide many examples of this.
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In learning a slight modification of the formulation of the evaluation of the problem is required.
Here the problem has an evaluation function that is represented as a polynomial of the form
such as:
In designing programs, it is often difficult to decide on the exact value to give each weight
initially.
Samuel's Checkers programs employed 16 such features at any one time chosen from a pool of
38.
For example: Making dinner can be described a lay the table, cook dinner, serve dinner. We
could treat laying the table as on action even though it involves a sequence of actions.
However, generalization is not always that easy (See Rich and Knight).
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• Chunking involves similar ideas to Macro Operators and originates from psychological
ideas on memory and problem solving.
• The computational basis is in production systems (studied earlier).
• SOAR is a system that use production rules to represent its knowledge. It also employs
chunking to learn from experience.
• SOAR solves problems it fires productions these are stored in long term memory.
• Some firings turn out to be more useful than others.
• When SOAR detects are useful sequence of firings, it creates chunks.
• A chunk is essentially a large production that does the work of an entire sequence of
smaller ones.
• Chunks may be generalised before storing.
Often times, we learn by classifying things into different labels and then “inferring” the
common characteristics of each label. This type of learning is especially useful in classification
tasks: the “learned” or “trained” system can classify a previously unseen entity (or instance)
into one of the group by comparing the instance’s attribute values to the common
characteristics of the groups.
From another perspective, this type of learning can be viewed as learning the decision path to
correctly label an instance. And that decision path can be represented as part of a decision tree,
where a node is a decision point, branches are possible values of a decision, and leaves are
classification labels.
Research issues in this type of learning are wide ranging: feature selection, active learning,
handling noise and incomplete data, size of the training set, size of the testing set, classification
efficiency, and so forth.
6. Explanation-Based Learning
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First, an EBL system accepts a training example. Given its goal concept, an operationality
criterion (a description of which concepts are usable), and domain theory (which are usually a
set of rules that describe relationships between objects and actions in a domain), it
“generalizes” the training example to describe the goal concept and to satisfy the operationality
criterion.
Research issues in this area have involved applications to theorem provers, and knowledge
acquisition and engineering.
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