9 Learning
9 Learning
Learning
Learning is essential for unknown environments,
i.e., when designer lacks omniscience
Learning agents
Learning element
Design of a learning element is affected by
Which components of the performance element are to
be learned
What feedback is available to learn these components
What representation is used for the components
Type of feedback:
Supervised learning: correct answers for each
example
Unsupervised learning: correct answers not given
Inductive learning
Simplest form: learn a function from examples
f is the target function
An example is a pair (x, f(x))
Problem: find a hypothesis h
such that h f
given a training set of examples
Attribute-based representations
Decision trees
One possible representation for hypotheses
E.g., here is the true tree for deciding whether to wait:
Expressiveness
Trivially, there is a consistent decision tree for any training set with one path
to leaf for each example (unless f nondeterministic in x) but it probably won't
generalize to new examples
Choosing an attribute
Idea: a good attribute splits the examples into subsets
that are (ideally) "all positive" or "all negative"
Example contd.
Decision tree learned from the 12 examples:
Summary
Learning needed for unknown environments,
lazy designers
Learning agent = performance element +
learning element
For supervised learning, the aim is to find a
simple hypothesis approximately consistent with
training examples
Decision tree learning using information gain