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M01 Machine Learning

The document introduces machine learning, including definitions of machine learning, examples of machine learning applications, and why machine learning is useful. It discusses what is involved in learning, including performance, task, experience, knowledge and algorithms. It also provides an example of learning to play the game of checkers.

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0% found this document useful (0 votes)
53 views25 pages

M01 Machine Learning

The document introduces machine learning, including definitions of machine learning, examples of machine learning applications, and why machine learning is useful. It discusses what is involved in learning, including performance, task, experience, knowledge and algorithms. It also provides an example of learning to play the game of checkers.

Uploaded by

anjibalaji52
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Module 1

Introduction to Machine Learning


Outline

 What is Machine Learning (ML)? And why ML?


 What is learning?
 What is a well-designed learning problem?
 Learn to play checkers
 What types ML tasks to study?
 Course outline
What is Machine Learning (ML)?

 Machine Learning (ML) is a sub-field of Artificial Intelligence (AI)


 It is concerned with:
 Developing computational theories/algorithms for learning ( the
theoretical aspect of ML)
 Building learning systems (the application aspect of ML)
 Tom Mitchell: ML is concerned with the question of how to construct
computer programs that automatically improve with experience
 Many, many successful applications in solving real-world problems
 Link to some videos showing ML applications (AlphaGo)
What is Machine Learning (ML)?

 Other authors definition of ML:


 Alan Turing: Teaching a “child machine” by “reward and
punishment” to build an “adult machine”
 Sergios Theoredordis, author of the book “Machine Learning:
A Bayesian and Optimization Perspective”: ML is a study of
“learning from data”, “then make predictions”.
 Trevor Hastie, Robert Tibshirani, and Jerome Friedman,
authors of the book “The Elements of Statistical Learning”:
“This book is about learning from data”.
Typical ML problem - learn to predict a pregnant patient’s
chance to have an emergency C-section:
Data:

Given:
• 9714 patient records, each describing a patient’s pregnancy and birth
• Each patient’s record is described by 215 features
Learn to predict:
• Classes of future patients with high risks of emergency Cesarean section
Learned results:

One of the 18 learned rules:


If: No previous vaginal delivery, and Abnormal 2nd trimester ultrasound,
and Malpresentation at admission:
Then: The probability of emergency C-section is 0.6
Over training data: 26/41 = 0.63
Over test data: 12/20 = 0.6
Other ML examples

 Given: videos of various persons and their


facial expression emotions (happy, sad, etc.)
on each video frame
Learn to classify the facial expression
emotions in videos of a new person
 Given a training database of handwritten digits
Learn to classify future handwritten digits
 Given a collection of customer review
texts/ratings on movies and box office sales
Learn to predict new movie ratings and sales
Why Machine Learning?
 Recent progress in algorithms and theory
 Growing flood of online data
 Computational power and storage capacity is available
 Industry-scale applications
Using Tom Mitchell’s wording: “time is right”
Niches of ML:
 Data mining : using historical data to improve decisions
medical records  medical knowledge (Electronic Health Records Mining)
 Software applications we can't program by hand (we do NOT have a good understanding of the
solution method, or we can NOT anticipate all possible situations the program would be in)
 autonomous driving
 speech recognition
 Self customizing programs
 Recommender system that learns about the customer’s interests and recommends products
Where Is this Headed
Today: traditional ML + Deep learning algorithms
 Applied to structured (tabular) data, texts, images, videos, Web, social media data
 Large-scale commercial applications
 Lots of interests in ML

Opportunity for tomorrow: enormous impact


 Learn across full mixed-media data
 Learn from multiple data sources, IoTs, Smart cities with learning embedded
 Learn by active experimentation
 Learn decisions rather than predictions
 Cumulative, lifelong learning
 Programming languages with learning embedded?
Relevant Disciplines

 Artificial intelligence
 Computer science and engineering
 Statistics and mathematics
 Information theory
 Philosophy
 Psychology and neurobiology
 Control theory
 Linguistics
 Big data
 ……
What is Learning?

 Learn: Dictionary definition:


 Acquire/gain knowledge of or skill in (something) by study,
experience, or instruction.
 Modify behavioral tendency through experience

 Can you write down 15 to 20 words (nouns, adjectives)


closely related to the word “learning”?
 Key point: learning can NOT take place in isolation! A well-
designed learning problem needs several important
components!
Learning: Involves P, T, E, K, A

 Learning: Learning = Improving performance P at task T via


experience E by acquiring knowledge K using self-changing
algorithm A
 T: Task to be performed by the learning agent (e.g., recognize facial
expression emotion)
 P: Performance measure (e.g., prediction accuracy)
 E: Experience of the learning system (e.g., going over a set of
training data)
 K: Knowledge acquired by the learner (e.g., a set of classification
rules, neural network weights)
 A: Algorithms used the learner to achieve learning (e.g., decision-tree
learning algorithm)
Learning to play the game of checkers
 T Play checkers

• Arthur Samuel (1952, 1959,


1967) was the pioneer in
developing a ML system for
game playing (for the checkers
game). The program was
demonstrated on TV in 1956,
creating a strong impression.
• Samuel’s program is a
reinforcement learning system.
Learning to play the game of checkers
 P: % of games won in world tournament
 E: what experience? (play against human player, against self?
…)
 K: what is the knowledge to be learned? And how to represent
it?
 A: What is the algorithm to learn the knowledge?
Type of Training Experience

 Direct or indirect? Tell the learner feedback at each step of


action vs. only tell the learner at the end of the entire game
move sequence
 Teacher or not?
 Use known book moves or not?

 A problem: is training experience representative of


performance goal?
Choose the target function

 ChooseMove: Board  Move?


 V: Board  ? (value function evaluating the merit of the
board)
 Note that if we know the rule of the game, learning V is
sufficient to play the game well
s

𝑠1 S3
𝑆2
V()
V()
V(
Possible Definition for Target Function V

 If b is a final board state that is won, then V(b) =+100


 if b is a final board state that is lost, then V(b) = -100
 if b is a final board state that is draw, then V(b) = 0
 if b is a not a final state in the game, then V(b) = V(b’)
where b’ is the best final board state that can be achieved
starting from b and playing optimally until the end of the game.

 This gives correct values, but is not operational - we may not


be able to explore the game tree all the way to the end to find
the b’
Representation of target function V

 A set of rules?
 A neural network?
 A polynomial function of board features?
A linear function representation of the target V

 V(b) =

• bp(b): the number of black pieces on board b


• rp(b): the number of red pieces on board b
• bp(b): the number of black kings on board
• rp(b): the number of red kings on board b
• bt(b): the number of black pieces on board b that are being threatened
• rt(b): the number of red pieces on board b that are being threatened
Obtaining training target values

 Idea: Use successor state value (successor(b)) to


approximate V(b) and iterate
 V(b): the true target function
 (b): the current approximation of V
 the estimated training target function
One way to estimate training value:
b
 (b)  (successor(b))
c

 Board “d” is successor of “b” d


Choose learning algorithm (weight update method)

 LMS (Least Mean Square) weight learning algorithm:


Initialize weight vector W = (By random real values
 Do repeatedly:
 Select a training example <b, (b) > at random
 Compute error(b):
 error(b) = (b) - (b)
 For each update weight
  + c * error(b) * (b)

 Here c is some small positive constant, say 0.1, called learning rate
 (b): the ith feature value for board b. Note (b) = 1
The complete design

Experiment
Generator
New problem
^
𝑉

Performanc Generalize
e r

Game trace Training


examples
{<, () >, …}
Critic
Some important issues in ML

 What algorithms can approximate functions well (and when)?


 How does number of training examples influence accuracy?
 How does complexity of hypothesis representation impact it?
 How does noisy data influence accuracy?
 What are the theoretical limits of learnability?
 How can prior knowledge of learner help?
 What clues can we get from biological learning systems?
 How can systems alter their own representations?
Main types of ML tasks
 Supervised learning - training data is of the form
D = {<>, <>, …, <>} : desired output for input
 Unsupervised learning - training data is of the form
D = {<>, <>, …, <>}. NO desired output y is given
 Reinforcement learning
There are some feedback (reinforcement) information sporadically,
maybe after a long sequence of observation-action cycles. The
checkers learning program belongs to this category.
 There are some hybrid types of learning tasks such as semi-
supervised learning, but typically the first 3 types are the most
common ones.
Course Outline: 7 Modules
 M1: Intro to ML and tree-based classifiers
 M2: Linear regression and logistic regression
 M3: Neural networks and deep learning
 M4: Evaluating hypothesis and support vector machines (SVM)
 M5: Bayesian learning
 M6: Unsupervised learning: clustering and dimensionality
reduction
 M7: Reinforcement learning

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