Machine Learning Notes-1 (ML Design)
Machine Learning Notes-1 (ML Design)
Unit-1: INTRODUCTION
1.1. Learning
1.2. Types of Learning
1.3. Well defined learning problems
1.4. Designing a Learning System
1.5. History of ML
1.6. Introduction of Machine Learning Approaches:
1.6.1. Artificial Neural Network, (Unit-4)
1.6.2. Clustering,
1.6.3. Reinforcement Learning, (Unit-5)
1.6.4. Decision Tree Learning, (Unit-3)
1.6.5. Bayesian networks, (Unit-2)
1.6.6. Support Vector Machine, (Unit-2)
1.6.7. Genetic Algorithm (Unit-5)
1.6.8. Issues in Machine Learning and Data Science Vs Machine Learning;
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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 E
To have a well-defined learning problem, we must identity these three features:
the class of tasks (T)
the measure of performance to be improved (P), and
the source of experience (E)
One key attribute is whether the training experience provides direct or indirect feedback for the
choices made by the performance system.
For example, in learning to play checkers, the system might learn from direct training examples
consisting of individual checkers board states and the correct move for each. Alternatively, it
might have available only indirect information consisting of the move sequences and final
outcomes of various games played.
A second important attribute of the training experience is the degree to which the learner
controls the sequence of training examples i.e. determining the degree to which each move in
the sequence deserves credit or blame for the final outcome.
A third important attribute of the training experience is how well it represents the distribution
of examples over which the final system performance P must be measured.
In general, learning is most reliable when the training examples follow a distribution similar to
that of future test examples.
In our checkers learning scenario, the performance metric P is the percent of games the
system wins in the world tournament.
If its training experience E consists only of games played against itself, there is an obvious
danger that this training experience might not be fully representative of the distribution of
situations over which it will later be tested.
To proceed with our design, let us decide that our system will train by playing games against
itself.
This has the advantage that no external trainer need be present, and it therefore allows the
system to generate as much training data as time permits.
We now have a fully specified learning task.
A checkers learning problem:
Task T: playing checkers
Performance measure P:percent of games won in the world tournament
Training experience E: games played against itself
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Thus, our learning program will represent 𝑉̂ (b) as a linear function of the form
Where w0 through w6 are numerical coefficients, or weights, to be chosen by the learning algorithm.
The weights wl through w6 will determine the relative importance of the various board features in
determining the value of the board, whereas the weight w0 will provide an additive constant to the
board value.
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The Generalizer takes as input the training examples and produces an output hypothesis that is its
estimate of the target function
In our example, the Generalizer corresponds to the LMS algorithm, and the output hypothesis is
the function f described by the learned weights w0 , ……, w6.
The Experiment Generator takes as input the current hypothesis (currently learned function) and
outputs a new problem (i.e., initial board state) for the Performance System to explore.
Its role is to pick new practice problems that will maximize the learning rate of the overall system.
In our example, the Experiment Generator follows a very simple strategy: It always proposes the
same initial game board to begin a new game. More sophisticated strategies could involve creating
board positions designed to explore particular regions of the state space.