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?
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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
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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
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