Bài giảng Trí tuệ nhân tạo - Chapter 11: Machine learning

Machine Learning  
Chapter 11  
Machine Learning  
• What is learning?  
2
Machine Learning  
• What is learning?  
• “That is what learning is. You suddenly understand  
something you've understood all your life, but in a  
new way.”  
(Doris Lessing – 2007 Nobel Prize in Literature)  
3
Machine Learning  
• How to construct programs that automatically  
improve with experience.  
4
Machine Learning  
• How to construct programs that automatically  
improve with experience.  
• Learning problem:  
– Task T  
– Performance measure P  
– Training experience E  
5
Machine Learning  
• Chess game:  
– Task T: playing chess games  
– Performance measure P: percent of games won against  
opponents  
– Training experience E: playing practice games againts itself  
6
Machine Learning  
• Handwriting recognition:  
– Task T: recognizing and classifying handwritten words  
– Performance measure P: percent of words correctly  
classified  
– Training experience E: handwritten words with given  
classifications  
7
Designing a Learning System  
• Choosing the training experience:  
– Direct or indirect feedback  
– Degree of learner's control  
– Representative distribution of examples  
8
Designing a Learning System  
• Choosing the target function:  
– Type of knowledge to be learned  
– Function approximation  
9
Designing a Learning System  
• Choosing a representation for the target function:  
– Expressive representation for a close function approximation  
– Simple representation for simple training data and learning  
algorithms  
10  
Designing a Learning System  
• Choosing a function approximation algorithm  
(learning algorithm)  
11  
Designing a Learning System  
• Chess game:  
– Task T: playing chess games  
– Performance measure P: percent of games won against  
opponents  
– Training experience E: playing practice games againts itself  
– Target function: V: Board → R  
12  
Designing a Learning System  
• Chess game:  
– Target function representation:  
V^(b) = w0 + w1x1 + w2x2 + w3x3 + w4x4 + w5x5 + w6x6  
x1: the number of black pieces on the board  
x2: the number of red pieces on the board  
x3: the number of black kings on the board  
x4: the number of red kings on the board  
x5: the number of black pieces threatened by red  
x6: the number of red pieces threatened by black  
13  
Designing a Learning System  
• Chess game:  
– Function approximation algorithm:  
(<x1 = 3, x2 = 0, x3 = 1, x4 = 0, x5 = 0, x6 = 0>, 100)  
x1: the number of black pieces on the board  
x2: the number of red pieces on the board  
x3: the number of black kings on the board  
x4: the number of red kings on the board  
x5: the number of black pieces threatened by red  
x6: the number of red pieces threatened by black  
14  
Designing a Learning System  
• What is learning?  
15  
Designing a Learning System  
• Learning is an (endless) generalization or induction  
process.  
16  
Designing a Learning System  
Experiment  
Generator  
New problem  
(initial board)  
Hypothesis  
(V^)  
Performance  
System  
Generalizer  
Solution trace  
(game history)  
Training examples  
{(b1, V1), (b2, V2), ...}  
Critic  
17  
Issues in Machine Learning  
• What learning algorithms to be used?  
• How much training data is sufficient?  
• When and how prior knowledge can guide the learning process?  
• What is the best strategy for choosing a next training experience?  
• What is the best way to reduce the learning task to one or more  
function approximation problems?  
• How can the learner automatically alter its representation to  
improve its learning ability?  
18  
Example  
Experience  
Example  
Sky  
AirTemp Humidity  
Wind  
Water  
Forecast EnjoySport  
1
2
Sunny Warm  
Sunny Warm  
Normal  
High  
Strong Warm  
Strong Warm  
Same  
Same  
Yes  
Yes  
3
4
Rainy Cold  
Sunny Warm  
High  
High  
Strong Warm  
Strong Cool  
Change  
Change  
No  
Yes  
Low  
Weak  
Prediction  
5
6
7
Rainy Cold  
High  
Strong Warm  
Strong Warm  
Strong Cool  
Change  
Same  
?
?
?
Sunny Warm  
Sunny Warm  
Normal  
Low  
Same  
19  
Example  
• Learning problem:  
– Task T: classifying days on which my friend enjoys water sport  
– Performance measure P: percent of days correctly classified  
– Training experience E: days with given attributes and classifications  
20  
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