1 / 32

Some rules

Some rules. No make-up exams ! If you miss with an official excuse, you get average of your scores in the other exams – at most once . WP only-if you get at least 40% in the exams before you withdraw. Grades (roughly): D, D+, C, C+, B, B+, A, A+

bbattle
Download Presentation

Some rules

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Some rules • No make-up exams ! • If you miss with an official excuse, you get average of your scores in the other exams – at most once. • WP only-if you get at least 40% in the exams before you withdraw. • Grades (roughly): D, D+, C, C+, B, B+, A, A+ • 45-52, 53-60, 61-65, 66-70, 71-75, 76-80, 81-85, > 85 • Attendance: more than 9 absences DN • You get bonus upto 2 marks (to push up grade) • Absences < 4 and well-behaved

  2. Some rules • Never believe in anything but "I can!" • It always leads to • "I will", • "I did" and • "I'm glad!"

  3. Ch 1: Introduction to ML - Outline • What is machine learning? • Why machine learning? • Well-defined learning problem • Example: checkers • Questions that should be asked about ML

  4. What is Machine Learning? 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. Machine learning is the study of how to make computers learn; the goal is to make computers improve their performance through experience.

  5. Successful 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)

  6. Why Machine Learning? • Some tasks cannot be defined well, except by examples (e.g., recognizing people). • Relationships and correlations can be hidden within large amounts of data. Machine Learning/Data Mining may be able to find these relationships. • The amount of knowledge available about certain tasks might be too large for explicit encoding by humans (e.g., medical diagnostic).

  7. Why Machine Learning? • Environments change over time. • New knowledge about tasks is constantly being discovered by humans. It may be difficult to continuously re-design systems “by hand”. • Time is right • progress in algorithms & theory • growing flood of online data • computational power available • budding industry

  8. Why ML – 3 niches • Data mining • medical records --> medical knowledge • Self customizing programs • learning newsreader • Applications we can’t program • autonomous driving • speech recognition

  9. Artificial Intelligence Neurobiology Probability & Statistics Machine Learning Computational Complexity Theory Philosophy Information Theory Multidisciplinary Field

  10. Learning Problem • Improving with experience at some task • task T • performance measure P • experience E • Example: Handwriting recognition • T: recognize & classify handwritten words in images • P: % of words correctly classified • E: database with words & classifications

  11. More examples... • Checkers • T: play checkers • P: % of games won • E: play against self • Robot driving • T: drive on a public highway using vision sensors • P: average distance traveled before making an error • E: sequence of images and steering commands (observed from a human driver)

  12. Designing a Learning System: Problem Description – E.g., Checkers • What experience? • What exactly should be learned? • How to represent it? • What algorithm to learn it? • Choosing the Training Experience • Choosing the Target Function • Choosing a Representation for the Target Function • Choosing a Function Approximation Algorithm • Final Design

  13. Type of Training Experience • Direct or indirect? • Direct: board state -> correct move • Indirect: outcome of a complete game • Move sequences & final outcomes • Credit assignment problem • Thus, more difficult to obtain • What degree of control over examples? • Next slide • Is training experience representative of performance goal? • Next slide

  14. Training experience - control • Degree of control over examples • rely on teacher (who selects informative board states & correct moves) • ask teacher (proposes difficult board states, ask for move) • complete control (play games against itself & check the outcome) • variations: experiment new states or play minor variations of a promising sequence

  15. Training experience - training data • How well does it represent the problem? • Is the training experience representative of the task the system will actually have to solve? It is best if it is, but such a situation cannot systematically be achieved! • Distribution of examples • Same as future test examples? • Most theory makes this assumption • Checkers • Training playing against itself • Performance evaluated playing against world champion

  16. Choosing the Target function • Determine • type of knowledge to be learned • how this will be used • Checkers • legal and best moves • legal moves easy, best hard • large class of tasks are like this

  17. Target function • Program choosing the best move • ChooseMove: Board -> Move • “improve P in T” reduces to finding a function • choice is a key decision • difficult to learn given (only) indirect examples • Alternative: assign a numerical score • V: Board -> R • Assign a numerical score to each board. • Select the best move by evaluating all successor states of legal moves

  18. Definitions for V • Final board states • V(b) = 100 if winning, -100 if loosing and 0 if draw • Intermediate states? • V(b) = V(b’) where • b’ is the best final state accessible from b playing optimal game • correct but not effectively computable

  19. The real target function • Operational V • can be used & computed • goal: operational description of the ideal target function • The ideal target function can often not be learned and must be approximated • Notation • ^V: function actually learned • V: the ideal target function

  20. Choosing a representation for V • Many possibilities • collection of rules, neural network, arithmetic function on board features, etc • Usual tradeoff: • the more expressive the representation, the more training examples are necessary to choose among the large number of “representable” possibilities

  21. Simple representation • Linear function of board features • x1: black pieces, x2: red pieces • x3: black kings, x4: red kings • x5: black threatened by red • x6: red threatened by black • ^V • 0 + 1x1 + … + 6x6 • wi: weights to be learned

  22. Note • T, P & E are part of the specification • V and ^V are design choices • Here effect of choices is to • reduce the learning problem • to finding numbers 0,…, 6

  23. Approximation Algorithm • Obtaining training examples • Vt(b): training value • examples: <b, Vt(b)> • Follows • procedure deriving <b, Vt(b)> from indirect experience • weight adjusting procedure to fit ^V to examples

  24. Estimating Vt(b) • Game was won/lost does not mean • each state was good/bad • early play good, late disaster -> loss • Simple approach: Vt(b) = ^V(b’) • b’ is the next state where player is allowed to move • surprisingly successful • intuition: ^V is more accurate at states close game end

  25. Adjusting weights • What is best fit to training data? • One common approach: minimize squared error E • E = sum (Vt(b) - ^V(b))2 • several algorithms known • Properties we want • Incremental – in refining weights as examples arrive • robust to errors in Vt(b)

  26. LMS update rule • “Least mean squares” • REPEAT • select a random example b • compute error(b) = Vt(b) - ^V(b) • For each board feature fi, update weight i  i +  fi error(b) •  : learning rate constant, approx. 0.1

  27. Notes about LMS • Actually performs stochastic gradient descent search in the weight space to minimize E --- see Ch. 4 • Why works • no error: no adjusting • pos/neg error: weight increased/decr. • if a feature fi does not occur, no adjustment to its weight i is made

  28. Final Design • Four distinct modules • performance system gives trace for the given board state (using ^V) • critic produces examples Vtr(b), from the trace • generalizerproduces ^V from training data • experiment generator generates new problems (initial board state) for ^V Expt. Gen. General. Perform. system Critic

  29. Sequence of Design Choices Determine Type of Training Experience Table of correct moves Games against experts Games against self Determine Target Function BoardValue BoardMove Determine Representation of Learned Function polynomial Artificial neural network Linear function of six features Determine Learning Algorithm Gradient descent Linear programming

  30. Useful perspective of ML • Search in space of hypotheses • Usually a large space • All 6-tuples for checkers! • find the one best fitting to examples and prior knowledge • Different spaces depending on the target function and representation • Space concept gives basis to formal analysis – size of the space, number of examples, confidence in the hypothesis…

  31. Issues in ML • Algorithms • What generalization methods exist? • When (if ever) will they converge? • Which are best for which types of problems and representations? • Amount of Training Data • How much is sufficient? • confidence, data & size of space • Reducing problems • learning task --> function approximation

  32. Issues in ML • Prior knowledge • When & how can it help? • Helpful even when approximate? • Choosing experiments • Are there good strategies? • How do choices affect complexity? • Flexible representations • Can the learner automatically modify its representation for better performance?

More Related