ML Unit I
ML Unit I
Step 1. Choosing the Training Experience: The very important and first task is to choose the
training data or training experience which will be fed to the Machine Learning Algorithm. It is
important to note that the data or experience that we fed to the algorithm must have a
significant impact on the Success or Failure of the Model. So Training data or experience
should be chosen wisely.
Below are the attributes which will impact on Success and Failure of Data:
The training experience will be able to provide direct or indirect feedback regarding
choices. For example: While Playing chess the training data will provide feedback to itself
like instead of this move if this is chosen the chances of success increases.
Second important attribute is the degree to which the learner will control the sequences of
training examples. For example: when training data is fed to the machine then at that time
accuracy is very less but when it gains experience while playing again and again with itself
or opponent the machine algorithm will get feedback and control the chess game
accordingly.
Third important attribute is how it will represent the distribution of examples over which
performance will be measured. For example, a Machine learning algorithm will get
experience while going through a number of different cases and different examples. Thus,
Machine Learning Algorithm will get more and more experience by passing through more
and more examples and hence its performance will increase.
Step 2- Choosing target function: The next important step is choosing the target function. It
means according to the knowledge fed to the algorithm the machine learning will choose
NextMove function which will describe what type of legal moves should be taken.
For example : While playing chess with the opponent, when opponent will play then the
machine learning algorithm will decide what be the number of possible legal moves taken in
order to get success.
Step 3- Choosing Representation for Target function: When the machine algorithm will
know all the possible legal moves the next step is to choose the optimized move using any
representation i.e. using linear Equations, Hierarchical Graph Representation, Tabular form
etc. The NextMove function will move the Target move like out of these move which will
provide more success rate.
For Example : while playing chess machine have 4 possible moves, so the machine will
choose that optimized move which will provide success to it.
Step 4- Choosing Function Approximation Algorithm: An optimized move cannot be
chosen just with the training data. The training data had to go through with set of example and
through these examples the training data will approximates which steps are chosen and after
that machine will provide feedback on it.
For Example : When a training data of Playing chess is fed to algorithm so at that time it is
not machine algorithm will fail or get success and again from that failure or success it will
measure while next move what step should be chosen and what is its success rate.
Step 5- Final Design: The final design is created at last when system goes from number of
examples , failures and success , correct and incorrect decision and what will be the next step
etc.
Example: DeepBlue is an intelligent computer which is ML-based won chess game against
the chess expert Garry Kasparov, and it became the first computer which had beaten a human
chess expert.
A random variable is often denoted as a capital letter, e.g. X, and values of the random variable
are denoted as a lowercase letter and an index, e.g. x1, x2, x3.
The value that a random variable can take is called its domain, and the domain of a random
variable may be discrete or continuous.
A random variable x, is a variable which randomly takes on values from a sample space. We
often indicate a specific value x can take on with italics.
For example, if x represented the outcome of a coin flip, we might discuss a specific outcome
as x = heads.
Random variables can either be discrete like the coin, or continuous (can take on an uncountably
infinite amount of possible values).
Discrete random variable has a finite set of states: for example, colors of a car.
A random variable that has values true or false is discrete and is referred to as a Boolean
random variable: for example, a coin toss.
A continuous random variable has a range of numerical values: for example, the height of
humans.
Discrete Random Variable. Values are drawn from a finite set of states.
Boolean Random Variable. Values are drawn from the set of {true, false}.
Continuous Random Variable. Values are drawn from a range of real-valued numerical
values.
A value of a random variable can be specified via an equals operator: for
example, X=True.
The probability of a random variable is denoted as a function using the upper
case P or Pr; for example, P(X) is the probability of all values for the random variable X.
The probability of a value of a random variable can be denoted P(X=True), in this case
indicating the probability of the X random variable having the value True.
Probability Theory
Probability theory is a mathematical framework for quantifying our uncertainty about the world.
It allows us (and our software) to reason effectively in situations where being certain is
impossible.
In plain English, the probability of any event has to be between 0 (impossible) and 1 (certain), and
the sum of the probabilities of all events should be 1.
This follows from the fact that the sample space must contain all possible outcomes. Therefore,
we are certain (probability 1) that one of the possible outcomes will occur.
Conditional Probabilities
Frequently we want to know the probability of an event given some other event has occurred. We
write conditional probability of an event A given event B as P(A | B).
Let's suppose, we want to calculate the event A when event B has already occurred, "the
probability of A under the conditions of B", it can be written as:
P(A|B)= P(A⋀B)/P(B)
If the probability of A is given and we need to find the probability of B, then it will be given as:
P(B|A)= P(A⋀B)/P(A)
Probability Distribution
A probability distribution is a summary of probabilities for the values of a random variable.
As a distribution, the mapping of the values of a random variable to a probability has a shape
when all values of the random variable are lined up. The distribution also has general properties
that can be measured.
Two important properties of a probability distribution are the expected value and the variance
E(X)
The variance is the spread of the values of a random variable from the mean.
Var(X)
Decision Theory
Decision theory is principle associated with decisions. Contemporary decision theory was
developed in the mid of the 20th century with the support of several academic disciplines.
Decision theory is typically followed by researchers who pinpoint themselves as economists,
statisticians, psychologists, political and social scientists or philosophers. Decision theory
provides a formal structure to make rational choices in the situation of uncertainty. Given a set of
alternatives, a set of consequences, and a correspondence between those sets, decision theory
offers conceptually simple procedures for choice. The origin of decision theory is derived from
economics by using the utility function of payoffs. It proposes that decisions be made by
computing the utility and probability, the ranges of options, and also lays down strategies for
good decision.
Decision theory is a set of concepts, principles, tools and techniques that help the decision maker
in dealing with complex decision problems under uncertainty. More specifically, decision theory
deals with methods for determining the optimal course of action when a number of alternatives
are available and their consequences cannot be forecasted with certainty.
According to David Lewis (1974), "decision theory (at least if we omit the frills) is not an
esoteric science, however unfamiliar it may seem to an outsider. Rather it is a systematic
exposition of the consequences of certain well-chosen platitudes about belief, desire, preference
and choice. It is the very core of our common-sense theory of persons, dissected out and
elegantly systematized".
In theoretical literature, it is represented that decision theory signifies a generalized approach to
decision making. It enables the decision maker to analyze a set of complex situations with many
alternatives and many different possible consequences and to identify a course of action
consistent with the basic economic and psychological desires of the decision maker.
Decision theory problems are categorized by the following:
1. A decision criterion
2. A list of alternatives
3. A list of possible future events (states of nature)
4. Payoffs associated with each combination of alternatives and events
5. The degree of certainty of possible future events
There are two categories of decisions theories that include normative or prescriptive decision
theory to identify the best decision to take, assuming an ideal decision maker who is fully
informed, able to compute with perfect accuracy, and fully rational. The practical application of
this prescriptive approach is called decision analysis, and aimed at finding tools, methodologies
and software to help people make better decisions. The most systematic and comprehensive
software tools developed in this way are called decision support systems.
In contrast, positive or descriptive decision theory explain observed behaviors under the
assumption that the decision-making agents are behaving under some consistent rules. These
rules may, for instance, have a technical framework or an axiomatic framework, integration the
Von Neumann-Morgenstern axioms with behavioral desecrations of the expected utility
hypothesis, or they may explicitly give a functional form for time-inconsistent utility functions.
Solution to any decision problem include following steps:
1. Identify the problem
2. Specify objectives and the decision criteria for choosing a solution
3. Develop alternatives
4. Analyze and compare alternatives
5. Select the best alternative
6. Implement the chosen alternative
7. Verify that desired results are achieved