ML Module5Notes
ML Module5Notes
INTRODUCTION
The most basic instance-based method is the K- Nearest Neighbor Learning. This
algorithm assumes all instances correspond to points in the n-dimensional space Rn.
The nearest neighbors of an instance are defined in terms of the standard Euclidean
distance.
Let an arbitrary instance x be described by the feature vector
((a1(x), a2(x), ………,
an(x))
Where, ar(x) denotes the value of the rth attribute of instance x.
If k = 1, then the 1- Nearest Neighbor algorithm assigns to 𝑓̂(xq) the value f(xi). Where
most common value of f among the k training examples nearest to xq.
Below figure illustrates the operation of the k-Nearest Neighbor algorithm for the case
where the instances are points in a two-dimensional space and where the target function is
Boolean valued.
The positive and negative training examples are shown by “+” and “-” respectively. A
query point xq is shown as well.
The 1-Nearest Neighbor algorithm classifies xq as a positive example in this figure,
whereas the 5-Nearest Neighbor algorithm classifies it as a negative example.
Below figure shows the shape of this decision surface induced by 1- Nearest Neighbor
over the entire instance space. The decision surface is a combination of convex polyhedra
surrounding each of the training examples.
For every training example, the polyhedron indicates the set of query points whose
classification will be completely determined by that training example. Query points
outside the polyhedron are closer to some other training example. This kind of
diagram is often called the Voronoi diagram of the set of training example
The K- Nearest Neighbor algorithm for approximation a real-valued target function is given
belo w
Terminology
Kernel function is the function of distance that is used to determine the weight of
each training example. In other words, the kernel function is the function K such that
wi = K(d(xi, xq))
The phrase "locally weighted regression" is called local because the function is
approximated based only on data near the query point, weighted because the
contribution of each training example is weighted by its distance from the query point,
and regression because this is the term used widely in the statistical learning
community for the problem of approximating real-valued functions.
Given a new query instance xq, the general approach in locally weighted regression is
to construct an approximation 𝑓̂ that fits the training examples in the neighborhood
surrounding xq. This approximation is then used to calculate the value 𝑓̂(xq), which is
output as the estimated target value for the query instance.
Locally Weighted Linear Regression
Where, ai(x) denotes the value of the ith attribute of the instance x
Derived methods are used to choose weights that minimize the squared error summed
over the set D of training examples using gradient descent
Need to modify this procedure to derive a local approximation rather than a global
one. The simple way is to redefine the error criterion E to emphasize fitting the local
training examples. Three possible criteria are given below.
2. Minimize the squared error over the entire set D of training examples, while
weighting the error of each training example by some decreasing function K of its
distance from xq :
3. Combine 1 and 2:
If we choose criterion three and re-derive the gradient descent rule, we obtain the following
training rule
The differences between this new rule and the rule given by Equation (3) are that the
contribution of instance x to the weight update is now multiplied by the distance penalty
K(d(xq, x)), and that the error is summed over only the k nearest training examples.
Where, each xu is an instance from X and where the kernel function Ku(d(xu, x)) is
defined so that it decreases as the distance d(xu, x) increases.
Here k is a user provided constant that specifies the number of kernel functions to be
𝑓̂ is a global approximation to f (x), the contribution from each of the Ku(d(xu, x))
included.
variance 𝜎 u2
Choose each function Ku(d(xu, x)) to be a Gaussian function centred at the point xu with some
The functional form of equ(1) can approximate any function with arbitrarily small
error, provided a sufficiently large number k of such Gaussian kernels and provided
The function given by equ(1) can be viewed as describing a two layer network where
the first layer of units computes the values of the various Ku(d(xu, x)) and where the
second layer computes a linear combination of these first-layer unit values
Example: Radial basis function (RBF) network
Given a set of training examples of the target function, RBF networks are typically trained in
a two-stage process.
choosing the values of xu and 𝜎u2 that define its kernel function Ku(d(xu, x))
1. First, the number k of hidden units is determined and each hidden unit u is defined by
2. Second, the weights w, are trained to maximize the fit of the network to the training
data, using the global error criterion given by
Because the kernel functions are held fixed during this second stage, the linear weight
values w, can be trained very efficiently
Several alternative methods have been proposed for choosing an appropriate number of hidden
units or, equivalently, kernel functions.
One approach is to allocate a Gaussian kernel function for each training example
Each of these kernels may be assigned the same width 𝜎2. Given this approach, the
(xi,f (xi)), centring this Gaussian at the point xi.
RBF network learns a global approximation to the target function in which each
training example (xi, f (xi)) can influence the value of f only in the neighbourhood of
xi.
A second approach is to choose a set of kernel functions that is smaller than the number
of training examples. This approach can be much more efficient than the first
approach, especially when the number of training examples is large.
Summary
Radial basis function networks provide a global approximation to the target function,
represented by a linear combination of many local kernel functions.
The value for any given kernel function is non-negligible only when the input x falls
into the region defined by its particular centre and width. Thus, the network can be
viewed as a smooth linear combination of many local approximations to the target
function.
One key advantage to RBF networks is that they can be trained much more efficiently
than feedforward networks trained with BACKPROPAGATION.
CASE-BASED REASONING
The CADET system employs case-based reasoning to assist in the conceptual design
of simple mechanical devices such as water faucets.
It uses a library containing approximately 75 previous designs and design fragments to
suggest conceptual designs to meet the specifications of new design problems.
Each instance stored in memory (e.g., a water pipe) is represented by describing both
its structure and its qualitative function.
New design problems are then presented by specifying the desired function and
requesting the corresponding structure.
CADET searches its library for stored cases whose functional descriptions match the
design problem. If an exact match is found, indicating that some stored case
implements exactly the desired function, then this case can be returned as a suggested
solution to the design problem. If no exact match occurs, CADET may find cases that
match various subgraphs of the desired functional specification.
REINFORCEMENT LEARNING
Reinforcement learning addresses the question of how an autonomous agent that senses and
acts in its environment can learn to choose optimal actions to achieve its goals.
INTRODUCTION
Consider building a learning robot. The robot, or agent, has a set of sensors to
observe the state of its environment, and a set of actions it can perform to alter this
state.
Its task is to learn a control strategy, or policy, for choosing actions that achieve its
goals.
The goals of the agent can be defined by a reward function that assigns a numerical
value to each distinct action the agent may take from each distinct state.
This reward function may be built into the robot, or known only to an external teacher
who provides the reward value for each action performed by the robot.
The task of the robot is to perform sequences of actions, observe their consequences,
and learn a control policy.
The control policy is one that, from any initial state, chooses actions that maximize the
reward accumulated over time by the agent.
Example:
A mobile robot may have sensors such as a camera and sonars, and actions such as
"move forward" and "turn."
The robot may have a goal of docking onto its battery charger whenever its battery
level is low.
The goal of docking to the battery charger can be captured by assigning a positive
reward (Eg., +100) to state-action transitions that immediately result in a connection to
the charger and a reward of zero to every other state-action transition.
The agent's task is to learn a control policy, 𝝅: S → A, that maximizes the expected
and immediate rewards ri as shown in the figure.
sum of these rewards, with future rewards discounted exponentially by their delay.
Reinforcement learning problem characteristics
1. Delayed reward: The task of the agent is to learn a target function 𝜋 that maps from
the current state s to the optimal action a = 𝜋 (s). In reinforcement learning, training
information is not available in (s, 𝜋 (s)). Instead, the trainer provides only a sequence
of immediate reward values as the agent executes its sequence of actions. The agent,
therefore, faces the problem of temporal credit assignment: determining which of the
actions in its sequence are to be credited with producing the eventual rewards.
3. Partially observable states: The agent's sensors can perceive the entire state of the
environment at each time step, in many practical situations sensors provide only partial
information. In such cases, the agent needs to consider its previous observations
together with its current sensor data when choosing actions, and the best policy may be
one that chooses actions specifically to improve the observability of the environment.
4. Life-long learning: Robot requires to learn several related tasks within the same
environment, using the same sensors. For example, a mobile robot may need to learn
how to dock on its battery charger, how to navigate through narrow corridors, and how
to pick up output from laser printers. This setting raises the possibility of using
previously obtained experience or knowledge to reduce sample complexity when
learning new tasks.
Consider Markov decision process (MDP) where the agent can perceive a set S of
distinct states of its environment and has a set A of actions that it can perform.
At each discrete time step t, the agent senses the current state st, chooses a current
action at, and performs it.
The environment responds by giving the agent a reward rt = r(st, at) and by producing
the succeeding state st+l = δ(st, at). Here the functions δ(st, at) and r(st, at) depend only
on the current state and action, and not on earlier states or actions.
The task of the agent is to learn a policy, 𝝅: S → A, for selecting its next action a, based on
the current observed state st; that is, (st) = at.
How shall we specify precisely which policy π we would like the agent to learn?
1. One approach is to require the policy that produces the greatest possible cumulative reward
for the robot over time.
To state this requirement more precisely, define the cumulative value Vπ (st) achieved
by following an arbitrary policy π from an arbitrary initial state st as follows:
Considers the average reward per time step over the entire lifetime of the agent.
We require that the agent learn a policy π that maximizes Vπ (st) for all states s. such a policy
is called an optimal policy and denote it by π*
Refer the value function Vπ*(s) an optimal policy as V*(s). V*(s) gives the maximum
discounted cumulative reward that the agent can obtain starting from state s.
Example:
The six grid squares in this diagram represent six possible states, or locations, for the
agent.
Each arrow in the diagram represents a possible action the agent can take to move
from one state to another.
The number associated with each arrow represents the immediate reward r(s, a) the
agent receives if it executes the corresponding state-action transition
The immediate reward in this environment is defined to be zero for all state-action
transitions except for those leading into the state labelled G. The state G as the goal
state, and the agent can receive reward by entering this state.
Once the states, actions, and immediate rewards are defined, choose a value for the discount
factor γ, determine the optimal policy π * and its value function V*(s).
Let’s choose γ = 0.9. The diagram at the bottom of the figure shows one optimal policy for
this setting.
Values of V*(s) and Q(s, a) follow from r(s, a), and the discount factor γ = 0.9. An optimal
policy, corresponding to actions with maximal Q values, is also shown.
Q LEARNING
The value of Evaluation function Q(s, a) is the reward received immediately upon executing
action a from state s, plus the value (discounted by γ ) of following the optimal policy
thereafter
Equation (5) makes clear, it need only consider each available action a in its current state s and
choose the action that maximizes Q(s, a).
Learning the Q function corresponds to learning the optimal policy.
The key problem is finding a reliable way to estimate training values for Q, given only
a sequence of immediate rewards r spread out over time. This can be accomplished
through iterative approximation
Rewriting Equation
Q learning algorithm:
Q learning algorithm assuming deterministic rewards and actions. The discount factor
An Illustrative Example
The agent moves one cell to the right in its grid world and receives an immediate
reward of zero for this transition.
Apply the training rule of Equation
According to the training rule, the new 𝑄̂ estimate for this transition is the sum of the
received reward (zero) and the highest 𝑄̂ value associated with the resulting state
Will the Q Learning Algorithm converge toward a Q equal to the true Q function?
Yes, under certain conditions.
1. Assume the system is a deterministic MDP.
2. Assume the immediate reward values are bounded; that is, there exists some positive
constant c such that for all states s and actions a, | r(s, a)| < c
3. Assume the agent selects actions in such a fashion that it visits every possible state-
action pair infinitely often
Experimentation Strategies
The Q learning algorithm does not specify how actions are chosen by the agent.
However, with this strategy the agent runs the risk that it will overcommit to actions
that are found during early training to have high Q values, while failing to explore
other actions that have even higher values.
For this reason, Q learning uses a probabilistic approach to selecting actions. Actions
with higher ̂ values are assigned higher probabilities, but every action is assigned a
nonzero probability.
One way to assign such probabilities is
Where, P(ai |s) is the probability of selecting action ai, given that the agent is in state
s, and k > 0 is a constant that determines how strongly the selection favors actions
with high 𝑄̂ values