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Machine Learning

This article provides an overview of machine learning, including its forms, classification methods, and applications. It also discusses the role of negative instances and the importance of decision trees in analysis and knowledge acquisition.

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Machine Learning

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  1. Machine Learning A Quick look • Sources: • Artificial Intelligence – Russell & Norvig • Artifical Intelligence - Luger By: Héctor Muñoz-Avila

  2. Environment Environment System Action1 Action2 Knowledge Knowledge changed What Is Machine Learning? “Logic is not the end of wisdom, it is just the beginning” --- Spock time System

  3. Learning: The Big Picture • Two forms of learning: • Supervised: the input and output of the learning component can be perceived (for example: friendly teacher) • Unsupervised: there is no hint about the correct answers of the learning component (for example to find clusters of data)

  4. Offline vs. Online Learning • Online – during gameplay • Adapt to player tactics • Avoid repetition of mistakes • Requirements: computationally cheap, effective, robust, fast learning (Spronck 2004) • Offline - before the game is released • Devise new tactics • Discover exploits

  5. Classification(According to the language representation) • Symbolic • Version Space • Decision Trees • Explanation-Based Learning • … • Sub-symbolic • Reinforcement Learning • Connectionist • Evolutionary

  6. Classification(According to the language representation) • Symbolic • Version Space • Decision Trees • Explanation-Based Learning • … • Sub-symbolic • Reinforcement Learning • Connectionist • Evolutionary

  7. Two extremes (temptative) solutions: too general obj(X,Y,Z) … obj(X,Y,ball) concept space obj(large,Y,ball) obj(small,Y,ball) • obj(large,white,ball) obj(small,blue,ball) … too specific Version Space Idea: Learn a concept from a group of instances, some positive and some negative • Example: • target: obj(Size,Color,Shape) • Size = {large, small} • Color = {red, white, blue} • Shape = {ball, brick, cube} • Instances: • +: • obj(large,white,ball) • obj(small,blue,ball) • −: • obj(small,red,brick) • obj(large,blue,cube)

  8. How Version Space Works If we consider positive and negatives If we consider only positives + + + + + + + + + + + + + − + − − − + + What is the role of the negative instances? to help prevent over-generalizations

  9. Classification(According to the language representation) • Symbolic • Version Space • Decision Trees • Explanation-Based Learning • … • Sub-symbolic • Reinforcement Learning • Connectionist • Evolutionary

  10. Explanation-Based learning C A B C A B C B A B A C ? B A ? C B ? A B C C B A B A C A C A A B C B C C B A A B C Can we avoid making this error again?

  11. Possible rule: If the initial state is this and the final state is this, don’t do that Explanation-Based learning (2) C A B ? B A ? C ? A B C C B A B A C More sensible rule: don’t stack anything above a block, if the block has to be free in the final state

  12. Classification(According to the language representation) • Symbolic • Version Space • Decision Trees • Explanation-Based Learning • … • Sub-symbolic • Reinforcement Learning • Connectionist • Evolutionary

  13. Motivation # 1: Analysis Tool • Suppose that a company have a data base of sales data, lots of sales data • How can that company’s CEO use this data to figure out an effective sales strategy • Safeway, Giant, etc cards: what is that for?

  14. Decision Tree induction “if buyer is male & and age between 24-35 & married then he buys sport magazines” Motivation # 1: Analysis Tool (cont’d) Sales data

  15. The Knowledge Base in Expert Systems A knowledge base consists of a collection of IF-THEN rules: if buyer is male & age between 24-50 & married then he buys sport magazines if buyer is male & age between 18-30 then he buys PC games magazines Knowledge bases of fielded expert systems contain hundreds and sometimes even thousands such rules. Frequently rules are contradictory and/or overlap

  16. Main Drawback of Expert Systems: The Knowledge Acquisition Bottle-Neck The main problem of expert systems is acquiring knowledge from human specialist is a difficult, cumbersome and long activity. KB = Knowledge Base KA = Knowledge Acquisition

  17. Motivation # 2: Avoid Knowledge Acquisition Bottle-Neck • GASOIL is an expert system for designing gas/oil separation systems stationed of-shore • The design depends on multiple factors including: • proportions of gas, oil and water, flow rate, pressure, density, viscosity, temperature and others • To build that system by hand would had taken 10 person years • It took only 3 person-months by using inductive learning! • GASOIL saved BP millions of dollars

  18. Motivation # 2 : Avoid Knowledge Acquisition Bottle-Neck KB = Knowledge Base KA = Knowledge Acquisition IDT = Induced Decision Trees

  19. Full none some no yes waitEstimate? 0-10 >60 30-60 10-30 no Alternate? Hungry? yes Yes no yes No yes Alternate? Reservation? Fri/Sat? yes yes no no yes no yes Raining? No Yes Bar? Yes yes no no yes yes No no Yes Example of a Decision Tree Patrons?

  20. Definition of A Decision Tree A decision tree is a tree where: • The leaves are labeled with classifications (if the classification is “yes” or “no”. The tree is called a boolean tree) • The non-leaves nodes are labeled with attributes • The arcs out of a node labeled with an attribute A are labeled with the possible values of the attribute A

  21. Databases: what are the data that matches this pattern? Induction: what is the pattern that matches these data? database induction Induction Data pattern

  22. Induction of Decision Trees • Objective: find a concise decision tree that agrees with the examples • The guiding principle we are going to use is the Ockham’s razor principle: the most likely hypothesis is the simplest one that is consistent with the examples • Problem: finding the smallest decision tree is NP-complete • However, with simple heuristics we can find a small decision tree (approximations)

  23. Induction of Decision Trees: Algorithm • Algorithm: • Initially all examples are in the same group • Select the attribute that makes the most difference (i.e., for each of the values of the attribute most of the examples are either positive or negative) • Group the examples according to each value for the selected attribute • Repeat 1 within each group (recursive call)

  24. Example

  25. Patrons? full none some X4(+),x12(+), x2(-),x5(-),x9(-),x10(-) X7(-),x11(-) X1(+),x3(+),x6(+),x8(+) Type? burger italian french thai X3(+),x12(+), x7(-),x9(-) X6(+), x10(-) X1(+), x5(-) X4(+),x12(+) x2(-),x11(-) IDT: Example Lets compare two candidate attributes: Patrons and Type. Which is a better attribute?

  26. Full none some no yes waitEstimate? 0-10 >60 30-60 10-30 no Alternate? Hungry? yes Yes no yes No yes Alternate? Reservation? Fri/Sat? yes yes no no yes no yes Raining? No Yes Bar? Yes yes no no yes yes No no Yes Example of a Decision Tree Patrons?

  27. Decision Trees in Gaming • Black & White, developed by Lionhead Studios, and released in 2001 used ID3 • Used to predict a player’s reaction to a certain creature’s action • In this model, a greater feedback value means the creature should attack

  28. Decision Trees in Black & White

  29. Decision Trees in Black & White Allegiance Friendly Enemy Defense -1.0 Weak Strong Medium 0.4 -0.3 0.1 Note that this decision tree does not even use the tribe attribute

  30. Decision Trees in Black & White • Now suppose we don’t want the entire decision tree, but we just want the 2 highest feedback values • We can create a Boolean expressions, such as ((Allegiance = Enemy) ^ (Defense = Weak)) v ((Allegiance = Enemy) ^ (Defense = Medium))

  31. Classification(According to the language representation) • Symbolic • Version Space • Decision Trees • Explanation-Based Learning • … • Sub-symbolic • Reinforcement Learning • Connectionist • Evolutionary

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