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

Slides:



Advertisements
Similar presentations
Induction of Decision Trees (IDT)
Advertisements

Learning from Observations Chapter 18 Section 1 – 3.
P is a subset of NP Let prob be a problem in P There is a deterministic algorithm alg that solves prob in polynomial time O(n k ), for some constant k.
Machine Learning A Quick look Sources:
Homework. Homework (next class) Read Chapter 2 of the Experience Management book and answer the following questions: Provide an example of something that.
Decision Trees Jeff Storey. Overview What is a Decision Tree Sample Decision Trees How to Construct a Decision Tree Problems with Decision Trees Decision.
Learning from Observations Copyright, 1996 © Dale Carnegie & Associates, Inc. Chapter 18 Spring 2004.
1 Chapter 10 Introduction to Machine Learning. 2 Chapter 10 Contents (1) l Training l Rote Learning l Concept Learning l Hypotheses l General to Specific.
Learning from Observations Copyright, 1996 © Dale Carnegie & Associates, Inc. Chapter 18 Fall 2005.
Cooperating Intelligent Systems
Learning from Observations Chapter 18 Section 1 – 4.
18 LEARNING FROM OBSERVATIONS
Learning From Observations
An Introduction to Machine Learning In the area of AI (earlier) machine learning took a back seat to Expert Systems Expert system development usually consists.
Learning from Observations Copyright, 1996 © Dale Carnegie & Associates, Inc. Chapter 18 Fall 2004.
Learning from Observations Copyright, 1996 © Dale Carnegie & Associates, Inc. Chapter 18.
Data Mining with Decision Trees Lutz Hamel Dept. of Computer Science and Statistics University of Rhode Island.
LEARNING DECISION TREES
Machine Learning: Symbol-Based
Learning decision trees derived from Hwee Tou Ng, slides for Russell & Norvig, AI a Modern Approachslides Tom Carter, “An introduction to information theory.
Learning decision trees
Learning decision trees derived from Hwee Tou Ng, slides for Russell & Norvig, AI a Modern Approachslides Tom Carter, “An introduction to information theory.
ICS 273A Intro Machine Learning
Learning: Introduction and Overview
MACHINE LEARNING. What is learning? A computer program learns if it improves its performance at some task through experience (T. Mitchell, 1997) A computer.
Induction of Decision Trees (IDT) CSE 335/435 Resources: – –
Information Theory and Games (Ch. 16). Information Theory Information theory studies information flow Under this context information has no intrinsic.
Machine learning Image source:
Issues with Data Mining
Machine Learning CPS4801. Research Day Keynote Speaker o Tuesday 9:30-11:00 STEM Lecture Hall (2 nd floor) o Meet-and-Greet 11:30 STEM 512 Faculty Presentation.
INTRODUCTION TO MACHINE LEARNING. $1,000,000 Machine Learning  Learn models from data  Three main types of learning :  Supervised learning  Unsupervised.
Inductive learning Simplest form: learn a function from examples
Learning CPSC 386 Artificial Intelligence Ellen Walker Hiram College.
Other Potential Machine Learning Uses
Machine Learning CSE 681 CH2 - Supervised Learning.
LEARNING DECISION TREES Yılmaz KILIÇASLAN. Definition - I Decision tree induction is one of the simplest, and yet most successful forms of learning algorithm.
Learning from observations
Learning from Observations Chapter 18 Through
CHAPTER 18 SECTION 1 – 3 Learning from Observations.
Learning from Observations Chapter 18 Section 1 – 3, 5-8 (presentation TBC)
Learning from Observations Chapter 18 Section 1 – 3.
Kansas State University Department of Computing and Information Sciences CIS 830: Advanced Topics in Artificial Intelligence Monday, January 22, 2001 William.
Artificial Intelligence in Game Design N-Grams and Decision Tree Learning.
Learning from observations
George F Luger ARTIFICIAL INTELLIGENCE 6th edition Structures and Strategies for Complex Problem Solving Machine Learning: Symbol-Based Luger: Artificial.
Data Mining Practical Machine Learning Tools and Techniques Chapter 4: Algorithms: The Basic Methods Section 4.7: Instance-Based Learning Rodney Nielsen.
Machine Learning Chapter 5. Artificial IntelligenceChapter 52 Learning 1. Rote learning rote( โรท ) n. วิถีทาง, ทางเดิน, วิธีการตามปกติ, (by rote จากความทรงจำ.
Decision Trees. What is a decision tree? Input = assignment of values for given attributes –Discrete (often Boolean) or continuous Output = predicated.
Learning, page 1 CSI 4106, Winter 2005 Symbolic learning Points Definitions Representation in logic What is an arch? Version spaces Candidate elimination.
KU NLP Machine Learning1 Ch 9. Machine Learning: Symbol- based  9.0 Introduction  9.1 A Framework for Symbol-Based Learning  9.2 Version Space Search.
1 Chapter 10 Introduction to Machine Learning. 2 Chapter 10 Contents (1) l Training l Rote Learning l Concept Learning l Hypotheses l General to Specific.
Machine Learning A Quick look Sources: Artificial Intelligence – Russell & Norvig Artifical Intelligence - Luger By: Héctor Muñoz-Avila.
CSC 8520 Spring Paula Matuszek DecisionTreeFirstDraft Paula Matuszek Spring,
Chapter 18 Section 1 – 3 Learning from Observations.
Learning From Observations Inductive Learning Decision Trees Ensembles.
Anifuddin Azis LEARNING. Why is learning important? So far we have assumed we know how the world works Rules of queens puzzle Rules of chess Knowledge.
Decision Tree Learning CMPT 463. Reminders Homework 7 is due on Tuesday, May 10 Projects are due on Tuesday, May 10 o Moodle submission: readme.doc and.
Learning from Observations
Learning from Observations
Machine Learning Inductive Learning and Decision Trees
Machine Learning: Symbol-Based
Introduce to machine learning
Machine Learning: Symbol-Based
Presented By S.Yamuna AP/CSE
Learning from Observations
AI and Machine Learning
P is a subset of NP Let prob be a problem in P
Learning from Observations
Decision Trees Jeff Storey.
Machine Learning: Decision Tree Learning
Presentation transcript:

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

What Is Machine Learning? “Logic is not the end of wisdom, it is just the beginning” --- Spock System Knowledge Action 1 time Game changed Game Action 2 Knowledge System

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

4 Online – during gameplay –Adapt to player tactics –Avoid repetition of mistakes –Requirements: computationally cheap, effective, robust, fast learning (Spronck 2004) Offline – Between the end of a game and the next –Devise new tactics –Discover exploits Offline vs. Online Learning

Classification (According to the language representation) Symbolic  Version Spaces  Decision Trees  Explanation-Based Learning  … Sub-symbolic  Reinforcement Learning  Connectionist  Evolutionary

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

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) Two extremes (temptative) solutions: obj(X,Y,Z) obj(large,white,ball) obj(small,blue,ball) … too general too specific obj(large,Y,ball)obj(small,Y,ball) obj(X,Y,ball) … concept space

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

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

Explanation-Based learning A C B ABC AC B C B A B A C B A C BC A C A B A C B B C A AB C A B C A B C Can we avoid making this error again? ? ? ?

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

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

Motivation # 1: Analysis Tool Suppose that a gaming company have a data base of runs with a beta version of the game, lots of data How can that company’s developers use this data to figure out an good strategies for their AI

Motivation # 1: Analysis Tool (cont’d) Ex’ple Bar Fri Hun Pat TypeReswai t x1 no yes some french yes x4 no yes full thai no yes x5 no yes no full french yes no x6 x7 x8 x9 x10 x11 Games data “if built center hall & has built 4 workers then build defense tower” induction Decision Tree

The Knowledge Base in Expert Systems A knowledge base consists of a collection of IF-THEN rules: if built center hall & has built 4 workers then build defense tower if built center hall & mine then upgrade center hall Knowledge bases of expert systems contain hundreds and sometimes even thousands such rules. Frequently rules are contradictory and/or overlap

Sample Expert System in Games: Age of Empires (defrule � (current-age == dark-age � (building-type-count-total mining-camp > 0) � (not (research-available feudal-age)) � => � (set-strategic-number sn-food-gatherer-percentage 52) � (set-strategic-number sn-wood-gatherer-percentage 35) � (set-strategic-number sn-gold-gatherer-percentage 13) � (set-strategic-number sn-stone-gatherer-percentage 0) � (disable-self) )

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. NameKB #Rules Const. time (man/years) Maint. time (man/years) MYCIN KA N/A XCONKA KB = Knowledge Base KA = Knowledge Acquisition

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

Motivation # 2 : Avoid Knowledge Acquisition Bottle-Neck NameKB #Rules Const. time (man/years) Maint. time (man/months) MYCIN KA N/A XCONKA GASOILIDT BMTKA (IDT) (0.3) 2 (0.1) KB = Knowledge Base KA = Knowledge Acquisition IDT = Induced Decision Trees

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

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

Induction Ex’ple Bar Fri Hun Pat TypeReswai t x1 no yes some french yes x4 no yes full thai no yes x5 no yes no full french yes no x6 x7 x8 x9 x10 x11 Data pattern Databases: what are the data that matches this pattern? database Induction: what is the pattern that matches these data? induction

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)

Induction of Decision Trees: Algorithm Algorithm: 1.Initially all examples are in the same group 2.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) 3.Group the examples according to each value for the selected attribute 4.Repeat 1 within each group (recursive call)

Example Ex’ple Bar Fri Hun PatAltTypewait x1 no yes some yesFrench yes x4 no yes full yes Thai yes x5 no yes no full yesFrench no x6 yes no yes some noItalianyes x7 yes no none noBurgerno x8 no yes some no Thaiyes x9 yes no full noBurgerno x10 yes full yesItalianno x11 noNo no none no Thaino

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

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

Decision Trees in Gaming Black & White, developed by Lionhead Studios, and released in 2001Black & White 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 –This is done by inducing a decision tree

Decision Trees in Black & White ExampleAttributes Target AllegianceDefenseTribeFeedback D1FriendlyWeakCeltic D2EnemyWeakCeltic0.4 D3FriendlyStrongNorse D4EnemyStrongNorse-0.2 D5FriendlyWeakGreek D6EnemyMediumGreek0.2 D7EnemyStrongGreek-0.4 D8EnemyMediumAztec0.0 D9FriendlyWeakAztec should your creature attack a town?

Decision Trees in Black & White Allegiance Defense Friendly Enemy WeakStrong 0.1 Medium Note that this decision tree does not even use the tribe attribute

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))

Classification (According to the language representation) Symbolic  Version Space  Decision Trees  Explanation-Based Learning  … Sub-symbolic  Reinforcement Learning  Connectionist  Evolutionary Next class