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LEARNING DEFINITION
Changes in the system that are adaptive
in the sense that they enable the system
WHAT IS LEARNING?
Learning covers a wide range of phenomenon: -Skill refinement : Practice makes skills improve. More you play
Many computer programs i.e. database systems can be said to learn in this sense
Advice Taking
Own problem-solving experience Learning from examples : we often learn to classify things in the
Learning from examples usually involves a teacher who helps us classify things by correcting us when we are wrong
ROTE LEARNING
ROTE LEARNING
Rote learning is the basic learning activity. It is also called memorization because the knowledge, without any modification is, simply coped into the knowledge base
When computation is more expensive than recall, this strategy can save a significant amount of time
In chess, the advice fight for control of the center of the board is useless unless the player can translate the advice into concrete moves and plans. A computer program might make use of the advice by adjusting its static evaluation function to include a factor based on the number of center squares attacked by its own pieces
FOO (First Operational Operationaliser), for example, is a learning system which is used to learn the game of Hearts. It converts the advice which is in the form of
Can program get better without the aid of a teacher? It can be by generalizing from its own experiences Learning in problem solving we have: -Learning by parameter adjustment -Learning by Macro-Operators
-Learning by Chunking
-The Utility Program -Learning from Example : INDUCTION
For Example: Game Playing reflecting the desirability of a particular board position and Pattern classification programs to determine the correct category into which a given stimulus should be placed
In designing such programs, it is often difficult to know a priori how much weight should be attached to each feature being used
One way of finding the correct weights is to begin with some estimate of the correct settings and then to let the program modify the settings on the basis of its experience
LEARNING BY MACRO-OPERATORS
Example: suppose you are faced with the problem of getting to the downtown post
office. Your solution may involve getting in your car, starting it, and driving along a certain route. Substantial planning may go into choosing the appropriate route, but you need not plan about how to about starting the car. You are free to treat STARTCAR as an atomic action, even though it really consists of several actions: sitting down, adjusting the mirror, inserting the key, and turning the key
After each problem solving episode, the learning component takes the computed
LEARNING BY CHUNKING
smaller ones
SOAR is an example production system which uses chunking Chunks learned during the initial stages of solving a problem are applicable in the
After a solution is found, the chunks remain in memory, ready for use in the next problem
While new search control knowledge can be of great benefit in solving future problems efficiently, there are also some drawbacks:
large amounts of memory Required Time Consuming If we only want to minimize the number of node expansions in the search space, then the more control rules we learn, the better
If we want to minimize the total CPU time required to solve a problem, we must consider this trade off
The idea of producing a classification program that can evolve its own class
Classification is the process of assigning, to a particular input, the name of a class to which it belongs
The classes from which the classification procedure can choose can be
described in a variety of ways
Classification is an important component of many problem solving tasks Before classification can be done, the classes it will use must be defined: -Isolate a set of features that are relevant to the task domain -Isolate a set of features that are relevant to the task domain
DISCOVERY
DISCOVERY
o Learning
Usually that knowledge is already possessed by some number of other entities who may serve as teachers
o Discovery is a restricted form of learning in which one entity acquires knowledge without the help of a teacher
- Theory-Driven Discovery
- Data Driven Discovery - Clustering
AM : THEORY-DRIVEN DISCOVERY
o AM is a program that discovers concepts in elementary mathematics and set theory oAM is written by Lenat and it worked from a few basic concepts of set theory to discover a good deal of standard number theory
oAM has 2 inputs: - A description of some concepts of set theory (in LISP form),E.g. set union -Information on how to perform mathematics. E.g. functions
world and making sense of it -- E.g. Astrophysics - discovery of planets, Quantum mechanics , discovery of sub-atomic particles o BACON is an attempt at provided such an AI system o BACON begins with a set of variables for a problem For example in the study of the behavior of gases, some variables are p, the pressure on the gas, V, the volume of the gas, n, the amount of gas in moles, and T the temperature of the gas o Physicists have long known a law, called ideal gas law, that relates these variables
CLUSTERING
o A cluster is a collection of objects which are similar in some way. Clustering
groups data items into similarity classes. The properties of these classes can then be used to understand problem characteristics or to find similar groups of data items. Clustering can be defined as the process of reducing a large set of unlabeled data to manageable piles consisting of similar items. The similarity measures depend on the assumptions and desired usage one brings to the data
oClustering begins by doing feature extraction on data items and measure the
values of the chosen feature set. Then the clustering model selects and compares two sets of data items and outputs the similarity measure between them
ANY QUESTION