ML
ML
and Technology
Machine Learning
Definition:
changes in [a] system that ... enable [it] to do the same
task or tasks drawn from the same population more
efficiently and more effectively the next time.'' (Simon
1983)
There are two ways that a system can improve:
1. By acquiring new knowledge
acquiring new facts
acquiring new skills
2. By adapting its behavior
solving problems more accurately
solving problems more efficiently
What is Learning?
Herbert Simon: Learning is any process
by which a system improves performance
from experience.
What is the task?
Classification
Categorization/clustering
Problem solving / planning / control
Prediction
others
7
Why Study Machine Learning?
Developing Better Computing Systems
Develop systems that are too difficult/expensive to
construct manually because they require specific
detailed skills or knowledge tuned to a specific task
(knowledge engineering bottleneck).
Develop systems that can automatically adapt and
customize themselves to individual users.
Personalized news or mail filter
Personalized tutoring
Discover new knowledge from large databases (data
mining).
Market basket analysis (e.g. diapers and beer)
Medical text mining (e.g. migraines to calcium channel blockers
to magnesium)
8
Related Disciplines
Artificial Intelligence
Data Mining
Probability and Statistics
Information theory
Numerical optimization
Computational complexity theory
Control theory (adaptive)
Psychology (developmental, cognitive)
Neurobiology
Linguistics
Philosophy
9
Human vs machine learning
Cognitive science vs computational
science
Animal learning vs machine learning
Dont fly like birds
Many ML models are based on human types
of learning
Evolution vs machine learning
Adaptation vs learning
Adaptive vs machine learning
An adaptive system is a set of interacting or interdependent entities,
real or abstract, forming an integrated whole that together are able
to respond to environmental changes or changes in the interacting
parts. Feedback loops represent a key feature of adaptive systems,
allowing the response to changes; examples of adaptive systems
include: natural ecosystems, individual organisms, human
communities, human organizations, and human families.
Some artificial systems can be adaptive as well; for instance, robots
employ control systems that utilize feedback loops to sense new
conditions in their environment and adapt accordingly.
Types of Learning
Induction vs deduction
Rote learning (memorization)
Advice or instructional learning
Learning by example or practice
Most popular; many applications
Learning by analogy; transfer learning
Discovery learning
Others?
Levels of Learning
Training
Many learning methods involve training
Training is the acquisition of knowledge, skills, and
competencies as a result of the teaching of vocational or
practical skills and knowledge that relate to specific
useful competencies (wikipedia).
Training requires scenarios or examples (data)
Types of training experience
Direct or indirect
With a teacher or without a teacher
An eternal problem:
Make the training experience representative
of the performance goal
Types of training
Supervised learning: uses a series of
labelled examples with direct feedback
Reinforcement learning: indirect feedback,
after many examples
Unsupervised/clustering learning: no
feedback
Semisupervised
Types of testing
Evaluate performance by testing on data
NOT used for testing (both should be
randomly sampled)
Cross validation methods for small data
sets
The more (relevant) data the better.
Testing
How well the learned system work?
Generalization
Performance on unseen or unknown
scenarios or data
Brittle vs robust performance
Which of these things is NOT
like the others?
Which of these things is like the
others? And how?
Bongard problems
- visual pattern rule induction
Learner
Environment/
Experience Knowledge
Performance
Element
Sample Learning Problem
Learn to play checkers from self-play
Develop an approach analogous to that
used in the first machine learning system
developed by Arthur Samuels at IBM in
1959.
Training Experience
Direct experience: Given sample input and
output pairs for a useful target function.
Checker boards labeled with the correct move, e.g.
extracted from record of expert play
Indirect experience: Given feedback which is not
direct I/O pairs for a useful target function.
Potentially arbitrary sequences of game moves and
their final game results.
Credit/Blame Assignment Problem: How to
assign credit blame to individual moves given
only indirect feedback?
Source of Training Data
Provided random examples outside of the
learners control.
Negative examples available or only positive?
Good training examples selected by a
benevolent teacher.
Near miss examples
Learner can query an oracle about class of an
unlabeled example in the environment.
Learner can construct an arbitrary example and
query an oracle for its label.
Learner can design and run experiments
directly in the environment without any human
guidance.
Training vs. Test Distribution
Generally assume that the training and
test examples are independently drawn
from the same overall distribution of data.
IID: Independently and identically distributed
If examples are not independent, requires
collective classification.
If test distribution is different, requires
transfer learning.
Choosing a Target Function
What function is to be learned and how will it be
used by the performance system?
For checkers, assume we are given a function
for generating the legal moves for a given board
position and want to decide the best move.
Could learn a function:
ChooseMove(board, legal-moves) best-move
Or could learn an evaluation function, V(board)
R, that gives each board position a score for how
favorable it is. V can be used to pick a move by
applying each legal move, scoring the resulting
board position, and choosing the move that results in
the highest scoring board position.
Ideal Definition of V(b)
If b is a final winning board, then V(b) = 100
If b is a final losing board, then V(b) = 100
If b is a final draw board, then V(b) = 0
Otherwise, then V(b) = V(b), where b is the
highest scoring final board position that is
achieved starting from b and playing optimally
until the end of the game (assuming the
opponent plays optimally as well).
Can be computed using complete mini-max search
of the finite game tree.
Approximating V(b)
Computing V(b) is intractable since it
involves searching the complete
exponential game tree.
Therefore, this definition is said to be non-
operational.
An operational definition can be
computed in reasonable (polynomial) time.
Need to learn an operational
approximation to the ideal evaluation
function.
Representing the Target
Function
Target function can be represented in many
ways: lookup table, symbolic rules, numerical
function, neural network.
There is a trade-off between the expressiveness
of a representation and the ease of learning.
The more expressive a representation, the
better it will be at approximating an arbitrary
function; however, the more examples will be
needed to learn an accurate function.
Linear Function for
Representing V(b)
In checkers, use a linear approximation of the
evaluation function.
E bB
B
Least Mean Squares (LMS)
Algorithm
A gradient descent algorithm that
incrementally updates the weights of a linear
function in an attempt to minimize the mean
squared error
Until weights converge :
For each training example b do :
1) Compute the absolute error
:
error (b) Vtrain (b) V (b)
2) For each board feature, fi, update its weight,
wi :
wi wi c f i error (b)
for some small constant (learning rate) c
LMS Discussion
Intuitively, LMS executes the following rules:
If the output for an example is correct, make no
change.
If the output is too high, lower the weights
proportional to the values of their corresponding
features, so the overall output decreases
If the output is too low, increase the weights
proportional to the values of their corresponding
features, so the overall output increases.
Under the proper weak assumptions, LMS can
be proven to eventetually converge to a set of
weights that minimizes the mean squared error.
Lessons Learned about
Learning
Learning can be viewed as using direct or
indirect experience to approximate a chosen
target function.
Function approximation can be viewed as a
search through a space of hypotheses
(representations of functions) for one that best
fits a set of training data.
Different learning methods assume different
hypothesis spaces (representation languages)
and/or employ different search techniques.
Various Function Representations
Numerical functions
Linear regression
Neural networks
Support vector machines
Symbolic functions
Decision trees
Rules in propositional logic
Rules in first-order predicate logic
Instance-based functions
Nearest-neighbor
Case-based
Probabilistic Graphical Models
Nave Bayes
Bayesian networks
Hidden-Markov Models (HMMs)
Probabilistic Context Free Grammars (PCFGs)
Markov networks
Various Search Algorithms
Gradient descent
Perceptron
Backpropagation
Dynamic Programming
HMM Learning
PCFG Learning
Divide and Conquer
Decision tree induction
Rule learning
Evolutionary Computation
Genetic Algorithms (GAs)
Genetic Programming (GP)
Neuro-evolution
Evaluation of Learning Systems
Experimental
Conduct controlled cross-validation experiments to
compare various methods on a variety of benchmark
datasets.
Gather data on their performance, e.g. test accuracy,
training-time, testing-time.
Analyze differences for statistical significance.
Theoretical
Analyze algorithms mathematically and prove
theorems about their:
Computational complexity
Ability to fit training data
Sample complexity (number of training examples needed to
learn an accurate function)
History of Machine Learning
1950s
Samuels checker player
Selfridges Pandemonium
1960s:
Neural networks: Perceptron
Pattern recognition
Learning in the limit theory
Minsky and Papert prove limitations of Perceptron
1970s:
Symbolic concept induction
Winstons arch learner
Expert systems and the knowledge acquisition bottleneck
Quinlans ID3
Michalskis AQ and soybean diagnosis
Scientific discovery with BACON
Mathematical discovery with AM
History of Machine Learning
1980s:
(cont.)
Advanced decision tree and rule learning
Explanation-based Learning (EBL)
Learning and planning and problem solving
Utility problem
Analogy
Cognitive architectures
Resurgence of neural networks (connectionism, backpropagation)
Valiants PAC Learning Theory
Focus on experimental methodology
1990s
Data mining
Adaptive software agents and web applications
Text learning
Reinforcement learning (RL)
Inductive Logic Programming (ILP)
Ensembles: Bagging, Boosting, and Stacking
Bayes Net learning
History of Machine Learning
2000s
(cont.)
Support vector machines
Kernel methods
Graphical models
Statistical relational learning
Transfer learning
Sequence labeling
Collective classification and structured outputs
Computer Systems Applications
Compilers
Debugging
Graphics
Security (intrusion, virus, and worm detection)
Email management
Personalized assistants that learn
Learning in robotics and vision
http://www.kdnuggets.com/datasets/index.html
Supervised Learning Classification
Example: Cancer diagnosis
Patient ID # of Tumors Avg Area Avg Density Diagnosis
1 5 20 118 Malignant
2 3 15 130 Benign
3 7 10 52 Benign
Training
4 2 30 100 Malignant Set
Use this training set to learn how to classify patients
where diagnosis is not known:
Patient ID # of Tumors Avg Area Avg Density Diagnosis
101 4 16 95 ?
102 9 22 125 ? Test Set
103 1 14 80 ?
iRobot
PackBot
Remotec Andros
Military/Government Robots
Also Mind-
controlled wheelchair
using NI LabVIEW
Laboratory Applications
30 outputs
for steering
30x32 weights
4 hidden
into one out of
units
four hidden
30x32 pixels unit
as inputs
Learning vs Adaptation
71
Disciplines relevant to ML
Artificial intelligence
Bayesian methods
Control theory
Information theory
Computational complexity theory
Philosophy
Psychology and neurobiology
Statistics
Many practical problems in engineering
and business
Machine Learning as
Function approximation (mapping)
Regression
Classification
Categorization (clustering)
Prediction
Pattern recognition
ML in the real world
Real World Applications Panel: Machine
Learning and Decision Support
Google
Orbitz
Astronomy
Working Applications of ML
Classification of mortgages
Predicting portfolio performance
Electrical power control
Chemical process control
Character recognition
Face recognition
DNA classification
Credit card fraud detection
Cancer cell detection
Artificial Life
GOLEM Project (Nature: Lipson, Pollack 2000)
http://www.demo.cs.brandeis.edu/golem/
Evolve simple electromechanical locomotion machines
from basic building blocks (bars, acuators, artificial
neurons) in a simulation of the physical world (gravity,
friction).
The individuals that demonstrate the best locomotion ability
are fabricated through rapid prototyping technology.
Issues in Machine Learning
What algorithms can approximate functions
well and when
How does the number of training examples
influence accuracy
Problem representation / feature extraction
Intention/independent learning
Integrating learning with systems
What are the theoretical limits of learnability
Transfer learning
Continuous learning
Measuring Performance
Generalization accuracy
Solution correctness
Solution quality (length, efficiency)
Speed of performance
78
Scaling issues in ML
Number of
Inputs
Outputs
Batch vs realtime
Training vs testing
Machine Learning versus Human
Learning
Some ML behavior can challenge the performance
of human experts (e.g., playing chess)
Although ML sometimes matches human learning
capabilities, it is not able to learn as well as
humans or in the same way that humans do
There is no claim that machine learning can be
applied in a truly creative way
Formal theories of ML systems exist but are often
lacking (why a method succeeds or fails is not
clear)
ML success is often attributed to manipulation of
symbols (rather than mere numeric information)
Observations
ML has many practical applications and is
probably the most used method in AI.
ML is also an active research area
Role of cognitive science
Computational model of cognition
ACT-R
Role of neuroscience
Computational model of the brain
Neural networks
Brain vs mind; hardware vs software
Nearly all ML is still dependent on human
guidance
Questions
How does ML affect information science?
Natural vs artificial learning which is
better?
Is ML needed in all problems?
What are the future directions of ML?