Learning in Artificial Intelligence (Unit-3rd)

Some quotations about Learning...
  • Herbert Simon, 1983 - Learning denotes changes in a system that enable a system to do the same task  more  efficiently  the  next time.  
  • Marvin Minsky, 1986 - Learning is making useful changes in the workings of our minds. 
  • Ryszard Michalski, 1986 - Learning is constructing or modifying representations of what is being experienced.
  • Mitchell, 1997 - A computer program is said to learn from experience  E with respect to
    some class of tasks T and performance measure P,   if  its  performance  at tasks in T, as measured by P, improves with experience E.
1.  What is Learning ?
Learning  denotes  changes  in  a system  that  enable the system  to dosame  task  more  efficiently  next time. Learning  is  an  important  feature  of  “Intelligence”. 

1.1 Definition: 
A computer program is said to learn from experience  E with respect some class of tasks T and performance measure P,   if  its  performance tasks in T, as measured by P, improves with experience E.  (Mitchell 1997) 
This means :
Given   :  A  task  T
                A  performance  measure  P
                Some  experience  E  with  the  task
Goal   :  Generalize  the  experience  in  a  way  that  allows  to improve  your  performance  on  the  task. 

Why  do  you  require  Machine  Learning ?  
■  Understand  and  improve  efficiency  of  human  learning. 
■  Discover  new  things  or structure  that  is  unknown  to  humans. 
■  Fill  in skeletal or  incomplete  specifications  about  a  domain

1.2  Learning Agents.
An agent  is  an  entity  that  is  capable of  perceiving  and  do action.  An agent can be viewed as perceiving its environment through sensors and acting upon that environment through actuators.
  

In  computer  science  an  agent  is  a  software  agent  that  assists users and  acts  in performing  computer-related  tasks.

1.3 Components of a Learning System:
■ Performance Element: The Performance Element is the agent itself that acts in the world. It takes in percepts and decides on external actions.
■ Learning Element: It  responsible  for  making  improvements, takes knowledge about performance element and some feedback, determines how to modify performance element.
■ Critic: Tells the Learning Element how agent is doing (success or failure) by comparing with a fixed standard of performance. 
■ Problem Generator: Suggests problems or actions that will generate new examples or experiences that will aid in training the system further.

2. Paradigms of Machine Learning:
■Rote Learning:  Learning by memorization;  One-to-one  mapping from inputs to stored representation; Association-based storage and retrieval.  
■Induction:   Learning from  examples;  A  form of supervised learning, uses specific examples to reach general conclusions; Concepts are learned from sets of labeled instances. 
■Clustering:   Discovering similar  group; Unsupervised,  Inductive learning  in  which  natural  classes  are  found  for data  instances, as well as ways of classifying them. 
■Analogy: Determine  correspondence between two different representations that come from Inductive learning in which a system transfers knowledge from one database into another database of a different domain.

■  Discovery: Learning  without  the  help  from  a  teacher;  Learning  is both  inductive  and  deductive.  It  is   deductive  if  it  proves theorems  and  discovers  concepts  about  those  theorems.  It is inductive  when  it raises conjectures (guess). It is unsupervised, specific  goal  not  given.

■  Genetic Algorithms:Inspired  by natural  evolution;  In the natural world, the  organisms that are poorly suited for an environment die off, while those well-suited for it prosper. Genetic algorithms search the space of individuals for good candidates. The "goodness" of an individual is measured by some fitness function. Search takes place in parallel,  with  many  individuals  in  each  generation.

■  Reinforcement: Learning  from   feedback  (+ve or -ve reward)  given at  end of a sequence of steps. Unlike supervised learning, the reinforcement  learning  takes  place  in an environment  where  the agent  cannot  directly  compare  the  results of  its  action  to  a desired result. Instead, it is given some reward or punishment that relates to its actions. It may win or lose a game, or be told it has made a good move or a poor one.  The  job  of  reinforcement  learning  is  to find  a  successful  function  using  these  rewards. 

2.1. Rote Learning: Rote  learning  technique avoids  understanding  the inner complexities  but focuses  on  memorizing  the  material  so that  it  can be recalled  by  thelearner exactly  the way  it  was  read  or  heard.
•  Learning by Memorization which avoids understanding the inner complexities the subject that is being learned;  Rote learning instead focuses on memorizing the material so that it can be recalled by the learner exactly the way it was read or heard.
•  Learning something by Repeating  over  and  over  and  over  again; saying  the  same  thing  and  trying  to  remember  how  to  say it;   it does not help us to understand;  it helps us to remember,  like  we  learn  a poem,  or  a  song,  or  something  like  that  by  rote  learning.

2.2. Learning from Example, Induction: A process of learning by  example.  The system tries to induce a general rule from a set of observed instances.  The learning methods extract rules and patterns  out  of  massive  data  sets.  The learning processes belong to  supervised learning, does classification and constructs  class  definitions,  called  induction or concept  learning. 

The techniques used for constructing class definitions (or concept leaning) are :
•  Winston's Learning program
•  Version Spaces  
•  Decision Trees

2.3. Learning by Discovery:- Simon (1966) first proposed the idea that we might explain scientific discovery in computational terms and automate the processes involved on a computer.
Project DENDRAL  (Feigenbaum 1971) demonstrated this by  inferring structures of organic molecules from mass spectra, a problem previously solved only by experienced chemists.  

Later, a knowledge based program called  AM   the  Automated Mathematician (Lenat 1977) discovered many mathematical concepts.
After this, an equation discovery systems  called  BACON (Langley, 1981)discovered a wide variety of empirical laws such as the ideal gas law. The research continued during the 1980s and 1990s but reduced because the computational biology, bioinformatics and scientific data mining have convinced many researchers to focus on domain-specific methods. But  need for research on general principles for scientific reasoning and discovery very much exists. 

Discovery system AM relied strongly on theory-driven methods of discovery. BACON employed data-driven heuristics to direct its search for empirical  laws. These two discovery programs are illustrated in the next  few  slides.

2.3.1. Theory Driven Discovery : The Simon's theory driven science, means AI-modeling for theory building. It starts with  an existing theory represented in some or all aspects in form of a symbolic model and one tries to transform the theory to a runable program. One important reason for modeling a theory is scientific discovery in the theory driven approach, this means the discovery of new theoretical conclusions, gaps, or inconsistencies.  Many computational systems have been developed for modeling different types of discoveries. The Logic Theorist  (1956) was designed to prove theorems in logic when AI did not exist. Among the more recent
systems,  the Automated Mathematician  AM (Lenat, 1979) is a  good example in modeling mathematical discovery.   

•  AM  (Automated Mathematician)
AM is a heuristic driven program that discovers concepts in elementary
mathematics and set theory.  AM has 2 inputs: 
(a) description of some concepts of set theory: e.g. union, intersection;
(b) information on how to perform mathematics. e.g. functions.
AM have successively rediscovered concepts such as :
(a) Integers ,  Natural numbers,  Prime Numbers;
(b) Addition,  Multiplication, Factorization theorem ;   
(c) Maximally divisible numbers, e.g. 12 has six divisors 1, 2, 3, 4, 6, 12.

2.3.2. Data Driven Discovery: Data driven science, in contrast to theory driven, starts with empirical data or the input-output behavior of the real system without an explicitly given theory. The modeler tries to write a computer program which generates the empirical data or input-output behavior of the system. Typically, models are produced in a  generate-and-test-procedure. Generate-and-test means writing program code which tries to model the i-o-behavior of the real
system first approximately and then improve as long as the i-o-behaviordoes not correspond to the real system.  A family of such discovery models are known as BACON programs.  
 
• BACON  System:-
Equation discovery is the area of machine learning that develops methods for automated discovery of quantitative laws, expressed in the form of equations, in collections of measured data.  BACON is pioneer among equation discovery systems.
BACON is a family of algorithms for discovering scientific laws from data.
a)  BACON.1 discovers simple numeric laws.
b) BACON.3 is a knowledge based system, has discovered simple empirical laws  like  physicists  and  shown  its  generality  by  rediscovering  the Ideal gas law,  Kepler's third law,   Ohm's law   and  more.

2.4 Analogy: Learning by analogy means acquiring new knowledge about an input entity by transferring it from a known similar entity.  This technique transforms  the solutions of problems in one domain to the solutions of the problems in another domain by discovering analogous states and operators in the two domains.
Example: Infer by analogy the hydraulics laws that are similar to Kirchoff's laws.
 

2.5 Neural net and Genetic Learning: The Neural net, the Genetic learning and the Reinforcement learning are the Biology-inspired AI techniques. In this section the Neural net and Genetic learning are briefly described.
a) Neural Net (NN)
A neural net is an artificial representation of the human brain that tries to simulate its learning process.  An artificial neural network (ANN) is often just called a "neural network" (NN). 
■  Neural Networks  model a brain  learning  by  example. 
■  Neural networks are structures "trained" to recognize input patterns.
■  Neural networks typically take a vector of input values and produce a vector of output values; inside, they train weights of "neurons".
■  A  Perceptron  is a model of a single `trainable' neuron.

b) Genetic Learning: Genetic algorithms (GAs) are part of evolutionary computing. GA  is  a  rapidly  growing  area of AI.  
■  Genetic algorithms are implemented as a computer simulation, where  techniques  are  inspired  by  evolutionary  biology. 
■  Mechanics of biological evolution: Every organism has a set of rules, describing how that organism is built, and encoded in the genes of an organism.
a) The genes are connected together into long strings called chromosomes.
b) Each gene represents a specific trait (feature) of the organism and has several different settings, e.g.  setting for a hair color gene may be black or brown. 
c) The genes and their settings are referred as an organism's genotype.   
d) When two organisms mate they share their genes. The resultant offspring may end up having half the genes from one parent and half from the other. This process is called cross over.
 e) A gene may be  mutated and expressed in the organism as a completely new trait.

■  Thus, Genetic Algorithms are a way of solving problems by mimicking processes the nature uses ie  Selection,  Crosses over, Mutation and Accepting  to evolve a solution to a problem.

2.6. Reinforcement Learning: Reinforcement learning refers to a class of problems in machine learning which postulate  an  agent exploring an environment. 
a) The agent perceives its current state and takes actions. 
b) The environment, in return, provides a reward positive or negative. 
c) The algorithms attempt to find a policy for maximizing cumulative reward for the agent over the course of the problem.

In other words, the definition of  Reinforcement learning  is :  
" A computational approach to learning whereby an agent tries to maximize the total amount of reward it receives when interacting with a complex,  uncertain environment."

Reinforcement learning is “a way of programming agents by reward and punishment  without  needing  to specify how  the task is to be achieved”.

Key  Features  of  RL: 
■  The learner is not told what actions to take, instead it find finds out what to do by trial-and-error search.  
■  The environment is stochastic; ie., the behavior is non-deterministic means  a  "state" does not fully determine its next "state".
■  The reward may be delayed, so the learner may need to sacrifice short-term gains for greater long-term gains.
■  The learner has to balance between the need to explore its environment and the need to exploit its current knowledge. 

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