ADALINE:Machine Learning Application
ADALINE:Machine Learning Application
Application
Dr.S.G.Sanjeevi
Professor
Department of Computer Science &
Engineering, NIT Warangal
Machine Learning: Definition
• Computer Program learns from
• experience E
• Some Class of Tasks T
• Performance measure P
• If P improves with E
Successful Applications
• Learning to recognize Spoken Words
• Learning to drive Autonomous Vehicle –
ALVINN System
• Classify Astronomical Structures Using
Decision Trees – NASA
• Play Backgammon
• Play Chess
A Checkers learning problem
• Task T: playing Checkers
• P: percent of games won against
opponents
• Training Experience E: playing practice
games against itself
Handwritten recognition
problem
• Task T: recognizing, classifying hand
written words
• P: percent of words correctly classified
• Training experience E: A database of hand
written words with their given
classifications
Designing a learning system
• To make program play checkers in the
world checkers tournament
• Direct training experience – checker board
states and correct moves
• Indirect information – move sequences
and final outcomes
• Credit assignment- degree to which each
move contributed to final outcome
Extent to which learner controls training examples