Module 1
Module 1
Module 1
MACHINE LEARNING
CONCEPTS
References
Text Books:
1. Tom M. Mitchell, Machine Learning, India Edition 2013, McGraw
Hill Education.
Reference Books:
1. Trevor Hastie, Robert Tibshirani, Jerome Friedman, h The Elements
of Statistical Learning, 2nd edition, springer series in statistics.
2. Ethem Alpaydın, Introduction to machine learning, second edition, MIT press.
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SYLLABUS
MODULE -1
Introduction
Ever since computers were invented, we have wondered whether they might be
made to learn. If we could understand how to program them to learn-to improve
automatically with experience-the impact would be dramatic.
• Imagine computers learning from medical records which treatments
are most effective for new diseases
• Houses learning from experience to optimize energy costs based on the particular
usage patterns of their occupants.
• Personal software assistants learning the evolving interests of their users in order
to highlight especially relevant stories from the online morning newspaper
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Examples of Successful Applications of
Machine Learning
• Learning to recognize spoken words
• Learning to drive an autonomous vehicle
• Learning to classify new astronomical structures
• Learning to play world-class backgammon
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Why is Machine Learning Important?
• Some tasks cannot be defined well, except by examples (e.g., recognizing
people).
• Relationships and correlations can be hidden within large amounts of
data. Machine Learning/Data Mining may be able to find these
relationships.
• Human designers often produce machines that do not work as well as desired
in the environments in which they are used.
• The amount of knowledge available about certain tasks might be too large
for explicit encoding by humans (e.g., medical diagnostic).
• Environments change over time.
• New knowledge about tasks is constantly being discovered by humans. It
may be difficult to continuously re-design systems “by hand”.
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Machine Learning: A Definition
• Machine learning is an application of artificial intelligence that provides systems the
ability to automatically learn and improve from experience without being explicitly
programmed.
• Machine learning focuses on the development of computer programs that can access
data and use it learn for themselves.
• 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.
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Why “Learn”?
Learning is used when:
• Human expertise does not exist (navigating on Mars)
• Humans are unable to explain their expertise (speech recognition)
• Solution changes in time (routing on a computer network)
• Solution needs to be adapted to particular cases (user biometrics)
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Types of Learning
1. Supervised Learning
Regression
Classification
2. Unsupervised Learning
Clustering
Association
3. Reinforcement learning
Types of Learning
1. Supervised Learning: Training these types of algorithms is having a
supervisor supervising whole thing. When training a supervised learning
algorithm the current training data will consist of inputs paired with
correct outputs. The objective of supervised learning is to predict the
correct labels for newly presented input data. Regression and
classification are two types of supervised learning techniques.
● Regression: A regression problem is when the output variable is a real value, such as “dollars”
or “weight”.
● Classification: A classification problem is when the output variable is a category, such as “Red”
or “blue” , “disease” or “no disease”
Unsupervised Learning
Unsupervised learning is a type of machine learning that learns from unlabeled data. This means that the
data does not have any pre-existing labels or categories. The goal of unsupervised learning is to discover
patterns and relationships in the data without any explicit guidance.
Unsupervised learning is the training of a machine using information that is neither classified nor labeled
and allowing the algorithm to act on that information without guidance. Here the task of the machine is to
group unsorted information according to similarities, patterns, and differences without any prior training
of data.
Unlike supervised learning, no teacher is provided that means no training will be given to the machine.
Therefore the machine is restricted to find the hidden structure in unlabeled data by itself.
Unsupervised Learning
Key Points:
● Unsupervised learning allows the model to discover patterns and relationships in unlabeled
data.
● Clustering algorithms group similar data points together based on their inherent
characteristics.
● Feature extraction captures essential information from the data, enabling the model to make
meaningful distinctions.
● Label association assigns categories to the clusters based on the extracted patterns and
characteristics
Unsupervised Learning
Imagine you have a machine learning model trained on a large dataset of unlabeled images, containing both
dogs and cats. The model has never seen an image of a dog or cat before, and it has no pre-existing labels or
categories for these animals. Your task is to use unsupervised learning to identify the dogs and cats in a new,
unseen image.
For instance, suppose it is given an image having both dogs and cats which it has never seen.
Thus the machine has no idea about the features of dogs and cats so we can’t categorize it as ‘dogs and cats ‘.
But it can categorize them according to their similarities, patterns, and differences, i.e., we can easily
categorize the above picture into two parts. The first may contain all pics having dogs in them and the second
part may contain all pics having cats in them. Here you didn’t learn anything before, which means no
training data or examples.
It allows the model to work on its own to discover patterns and information that was previously undetected.
It mainly deals with unlabelled data.
Types of Unsupervised Learning
Clustering Types:-
1. Hierarchical clustering
2. K-means clustering
3. Principal Component Analysis
4. Singular Value Decomposition
Types of Unsupervised Learning
Association: An association rule learning problem is where you want to discover rules that describe
large portions of your data, such as people that buy X also tend to buy Y.
Association rule learning is a type of unsupervised learning that is used to identify patterns in a data.
Association rule learning algorithms work by finding relationships between different items in a dataset.
Some common association rule learning algorithms include:
● Apriori Algorithm
Advantages of Unsupervised learning
1. Reinforcement learning can be used to solve very complex problems that cannot be solved by
conventional techniques.
2. The model can correct the errors that occurred during the training process.
3. In RL, training data is obtained via the direct interaction of the agent with the environment
4. Reinforcement learning can handle environments that are non-deterministic, meaning that the
outcomes of actions are not always predictable. This is useful in real-world applications where the
environment may change over time or is uncertain.
5. Reinforcement learning can be used to solve a wide range of problems, including those that
involve decision making, control, and optimization.
6. Reinforcement learning is a flexible approach that can be combined with other machine learning
techniques, such as deep learning, to improve performance.
Disadvantages of Reinforcement learning
1. Reinforcement learning is not preferable to use for solving simple problems.
2. Reinforcement learning needs a lot of data and a lot of computation
3. Reinforcement learning is highly dependent on the quality of the reward function.
If the reward function is poorly designed, the agent may not learn the desired
behavior.
4. Reinforcement learning can be difficult to debug and interpret. It is not always
clear why the agent is behaving in a certain way, which can make it difficult to
diagnose and fix problems
Well-Posed Learning Problem
Definition: 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.
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Game Basics
• Checkers is played by two players. Each player begins the game with 12 colored
discs. (One set of pieces is black and the other red.) Each player places his or her
pieces on the 12 dark squares closest to him or her. Black moves first. Players
then alternate moves.
• The board consists of 64 squares, alternating between 32 dark and 32 light
squares.
• It is positioned so that each player has a light square on the right side corner
closest to him or her.
• A player wins the game when the opponent cannot make a move. In most cases,
this is because all of the opponent's pieces have been captured, but it could also
be because all of his pieces are blocked in.
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Rules of the Game
• Moves are allowed only on the dark squares, so pieces always move diagonally.
Single pieces are always limited to forward moves (toward the opponent).
• A piece making a non-capturing move (not involving a jump) may move only
one square.
• A piece making a capturing move (a jump) leaps over one of the opponent's
pieces, landing in a straight diagonal line on the other side. Only one piece may
be captured in a single jump; however, multiple jumps are allowed during a
single turn.
• When a piece is captured, it is removed from the board.
• If a player is able to make a capture, there is no option; the jump must be made.
• If more than one capture is available, the player is free to choose whichever he or
she prefers.
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Rules of the Game Cont.
• When a piece reaches the furthest row from the player who controls that piece, it
is crowned and becomes a king. One of the pieces which had been captured is
placed on top of the king so that it is twice as high as a single piece.
• Kings are limited to moving diagonally but may move both forward and
backward. (Remember that single pieces, i.e. non-kings, are always limited to
forward moves.)
• Kings may combine jumps in several directions, forward and backward, on the
same turn. Single pieces may shift direction diagonally during a multiple capture
turn, but must always jump forward (toward the opponent).
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Well-Defined Learning Problem
A checkers learning problem:
∙ Task T: playing checkers
∙ Performance measure P: percent of games won against opponents
∙ Training experience E: playing practice games against itself
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A robot driving learning problem:
∙ Task T: driving on public four-lane highways using vision sensors
∙ Performance measure P: average distance travelled before an error (as judged
by human overseer)
∙ Training experience E: a sequence of images and steering commands
recorded while observing a human driver
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Designing a Learning System
1. Choosing the Training Experience
2. Choosing the Target Function
3. Choosing a Representation for the Target Function
4. Choosing a Function Approximation Algorithm
1. Estimating training values
2. Adjusting the weights
5. The Final Design
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CHECKERS GAME
The basic design issues and approaches to machine learning is illustrated
by considering designing a program to learn to play checkers, with the goal
of entering it in the world checkers tournament
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1. Choosing the Training Experience
• The first design choice is to choose the type of training experience from which
the system will learn.
• The type of training experience available can have a significant
impact on success or failure of the learner.
There are three attributes which impact on success or failure of the learner
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1. Whether the training experience provides direct or indirect feedback
regarding the choices made by the performance system.
For example, in checkers game:
• In learning to play checkers, the system might learn from direct training examples consisting of individual
checkers board states and the correct move for each.
• Indirect training examples consisting of the move sequences and final outcomes of various games played.
• The information about the correctness of specific moves early in the game must be inferred indirectly from
the fact that the game was eventually won or lost.
• Here the learner faces an additional problem of credit assignment, or determining the degree to which each
move in the sequence deserves credit or blame for the final outcome.
• Credit assignment can be a particularly difficult problem because the game can be lost even when early
moves are optimal, if these are followed later by poor moves.
• Hence, learning from direct training feedback is typically easier than learning from indirect feedback.
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2. A second important attribute of the training experience is the degree to
which the learner controls the sequence of training examples
For example, in checkers game:
• The learner might depends on the teacher to select informative board states and to provide the correct move
for each.
• Alternatively, the learner might itself propose board states that it finds particularly confusing and ask the
teacher for the correct move.
• The learner may have complete control over both the board states and (indirect) training classifications, as it
does when it learns by playing against itself with no teacher present.
• Notice in this last case the learner may choose between experimenting with novel board states that it has not
yet considered, or honing its skill by playing minor variations of lines of play it currently finds most
promising.
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3. A third attribute of the training experience is how well it represents
the distribution of examples over which the final system performance P
must be measured.
Learning is most reliable when the training examples follow a distribution similar to that of future test
examples.
• If its training experience E consists only of games played against itself, there is an danger that this training
experience might not be fully representative of the distribution of situations over which it will later be tested.
For example, the learner might never encounter certain crucial board states that are very likely to be played
by the human checkers champion.
• It is necessary to learn from a distribution of examples that is somewhat different from those on which the
final system will be evaluated. Such situations are problematic because mastery of one distribution of
examples will not necessary lead to strong performance over some other distribution.
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2. Choosing the Target Function
The next design choice is to determine exactly what type of knowledge will be
learned and how this will be used by the performance program.
• Lets begin with a checkers-playing program that can generate the legal moves
from any board state.
• The program needs only to learn how to choose the best move from among these
legal moves. This learning task is representative of a large class of tasks for
which the legal moves that define some large search space are known a priori, but
for which the best search strategy is not known.
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Given this setting where we must learn to choose among the legal moves, the most
obvious choice for the type of information to be learned is a program, or function,
that chooses the best move for any given board state.
ChooseMove is an choice for the target function in checkers example, but this
function will turn out to be very difficult to learn given the kind of indirect training
experience available to our system
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2. An alternative target function is an evaluation function that assigns a numerical
score to any given board state
Let the target function V and the notation
V :B R
which denote that V maps any legal board state from the set B to some real value.
We intend for this target function V to assign higher scores to better board states. If
the system can successfully learn such a target function V, then it can easily use it to
select the best move from any current board position.
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Let us define the target value V(b) for an arbitrary board state b in B, as follows:
1. if b is a final board state that is won, then V(b) = 100
2. if b is a final board state that is lost, then V(b) = -100
3. if b is a final board state that is drawn, then V(b) = 0
4. 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.
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3. Choosing a Representation for the
Target Function
let us choose a simple representation - for any given board state, the function c
will be calculated as a linear combination of the following board features:
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Thus, learning program will represent as a linear function of the form
Where,
• w0 through w6 are numerical coefficients, or weights, to be chosen by
the learning algorithm.
• Learned values for the weights w1 through w6 will determine the
relative importance of the various board features in determining the value of the
board
• The weight w0 will provide an additive constant to the board value
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Partial design of a checkers learning program:
The first three items above correspond to the specification of the learning task,
whereas the final two items constitute design choices for the implementation of
the learning program.
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4. Choosing a Function Approximation
Algorithm
• In order to learn the target function f we require a set of training examples,
each describing a specific board state b and the training value Vtrain(b) for b.
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Function Approximation Procedure
1. Derive training examples from the indirect training experience available to the
learner
2. Adjusts the weights wi to best fit these training examples
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1. Estimating training values
A simple approach for estimating training values for intermediate board states is
to assign the training value of Vtrain(b) for any intermediate board state b to be
V(̂ Successor(b))
Where ,
V̂ is the learner's current approximation to V
Successor(b) denotes the next board state following b for which it is again the
program's turn to move
Vtrain(b) ← V̂ (Successor(b))
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2. Adjusting the weights
Specify the learning algorithm for choosing the weights wi to best fit the set of
training examples {(b, Vtrain(b))}
A first step is to define what we mean by the best fit to the training data.
• One common approach is to define the best hypothesis, or set of weights, as that
which minimizes the squared error E between the training values and the values
predicted by the hypothesis.
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In our case, we require an algorithm that will incrementally refine the weights as
new training examples become available and that will be robust to errors in these
estimated training values
One such algorithm is called the least mean squares, or LMS training rule. For
each observed training example it adjusts the weights a small amount in the
direction that reduces the error on this training example
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Here ƞ is a small constant (e.g., 0.1) that moderates the size of the weight update.
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5. The Final Design
The final design of checkers learning system can be described by four distinct
program modules that represent the central components in many learning systems
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1.The Performance System is the module that must solve the given performance
task by using the learned target function(s).
It takes an instance of a new problem (new game) as input and produces a trace of
its solution (game history) as output.
In checkers game, the strategy used by the Performance System to select its next
move at each step is determined by the learned V̂ evaluation function. Therefore, we
expect its performance to improve as this evaluation function becomes increasingly
accurate.
2.The Critic takes as input the history or trace of the game and produces as output a
set of training examples of the target function. As shown in the diagram, each
training example in this case corresponds to some game state in the trace, along
with an estimate Vtrain of the target function value for this example.
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3.The Generalizer takes as input the training examples and produces an output
hypothesis that is its estimate of the target function.
It generalizes from the specific training examples, hypothesizing a general function
that covers these examples and other cases beyond the training examples.
In our example, the Generalizer corresponds to the LMS algorithm, and the output
hypothesis is the function V̂ described by the learned weights w0, . . . , W6.
4.The Experiment Generator takes as input the current hypothesis and outputs a
new problem (i.e., initial board state) for the Performance System to explore. Its
role is to pick new practice problems that will maximize the learning rate of the
overall system.
In our example, the Experiment Generator always proposes the same initial
game board to begin a new game.
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The sequence of design choices made for the checkers program is summarized in
below figure
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Issues in Machine Learning
• What algorithms exist for learning general target functions from specific training
examples? In what settings will particular algorithms converge to the desired
function, given sufficient training data? Which algorithms perform best for
which types of problems and representations?
• How much training data is sufficient? What general bounds can be found to
relate the confidence in learned hypotheses to the amount of training experience
and the character of the learner's hypothesis space?
• When and how can prior knowledge held by the learner guide the process of
generalizing from examples? Can prior knowledge be helpful even when it is
only approximately correct?
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• What is the best strategy for choosing a useful next training experience, and how
does the choice of this strategy alter the complexity of the learning problem?
• What is the best way to reduce the learning task to one or more function
approximation problems? Put another way, what specific functions should the
system attempt to learn? Can this process itself be automated?
• How can the learner automatically alter its representation to improve its ability to
represent and learn the target function?
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MODULE-2
Concept Learning
• Learning involves acquiring general concepts from specific training examples.
Example: People continually learn general concepts or categories such as "bird,"
"car," "situations in which I should study more in order to pass the exam," etc.
• Each such concept can be viewed as describing some subset of objects or events
defined over a larger set
• Alternatively, each concept can be thought of as a Boolean-valued function
defined over this larger set. (Example: A function defined over all animals, whose
value is true for birds and false for other animals).
The task is to learn to predict the value of EnjoySport for an arbitrary day,
based on the values of its other attributes ?
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What hypothesis representation is provided to the learner?
Let each hypothesis be a vector of six constraints, specifying the values of the six
attributes Sky, AirTemp, Humidity, Wind, Water, and Forecast.
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If some instance x satisfies all the constraints of hypothesis h, then h classifies
x as a positive example (h(x) = 1).
The hypothesis that PERSON enjoys his favorite sport only on cold days with high
humidity (independent of the values of the other attributes) is represented by the
expression
(?, Cold, High, ?, ?, ?)
The concept or function to be learned is called the target concept, which we denote
by c.
In general, c can be any boolean-valued function defined over the instances
X; that is, c :X {O, 1}
Example: The target concept corresponds to the value of the attribute EnjoySport
(i.e., c(x) = 1 if EnjoySport = Yes, and c(x) = 0 if EnjoySport = No).
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• Instances for which c(x) = 1 are called positive examples, or members of the
target concept.
• Instances for which c(x) = 0 are called negative examples, or non-members of
the target concept.
• The ordered pair (x, c(x)) to describe the training example
consisting of the instance x and its target concept value c(x).
• D to denote the set of available training examples
• The symbol H to denote the set of all possible hypotheses that the learner
may consider regarding the identity of the target concept. Each hypothesis h
in H represents a Boolean-valued function defined over X
h:X {O, 1}
• The goal of the learner is to find a hypothesis h such that h(x) = c(x) for all x in
X.
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Example Sky AirTemp Humidity Wind Water Forecast EnjoySport
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The Inductive Learning Hypothesis
Any hypothesis found to approximate the target function well over a sufficiently
large set of training examples will also approximate the target function well
over other unobserved examples.
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Concept learning as Search
• Concept learning can be viewed as the task of searching through a large space of hypotheses implicitly
defined by the hypothesis representation.
• The goal of this search is to find the hypothesis that best fits the training
examples.
Every hypothesis containing one or more " Φ" symbols represents the empty set of
instances; that is, it classifies every instance as negative.
• 1 + (4.3.3.3.3.3) = 973. semantically distinct hypothesis.
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General-to-Specific Ordering of Hypotheses
• Consider the two hypotheses
h1 = (Sunny, ?, ?, Strong, ?, ?)
h2 = (Sunny, ?, ?, ?, ?, ?)
• Consider the sets of instances that are classified positive by hl and by h2.
• h2 imposes fewer constraints on the instance, it classifies more instances as
positive. So, any instance classified positive by hl will also be classified positive
by h2. Therefore, h2 is more general than hl.
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General-to-Specific Ordering of Hypotheses
• Given hypotheses hj and hk, hj is more-general-than or- equal do hk if and only if
any instance that satisfies hk also satisfies hj
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• In the figure, the box on the left
represents the set X of all
instances, the box on the right the
set H of all hypotheses.
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FIND-S: Finding a Maximally Specific
Hypothesis
FIND-S Algorithm
1. Initialize h to the most specific hypothesis in H
2. For each positive training instance x
For each attribute constraint ai in h
If the constraint ai is satisfied by x
Then do nothing
Else replace ai in h by the next more general constraint that is satisfied by x
3. Output hypothesis h
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To illustrate this algorithm, assume the learner is given the sequence of
training examples from the EnjoySport task
Example Sky AirTemp Humidity Wind Water Forecast EnjoySport
1 Sunny Warm Normal Strong Warm Same Yes
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x1 = <Sunny Warm Normal Strong Warm Same>, +
Observing the first training example, it is clear that our hypothesis is too specific. In
particular, none of the "Ø" constraints in h are satisfied by this example, so each is
replaced by the next more general constraint that fits the example
h1 = <Sunny Warm Normal Strong Warm Same>
This h is still very specific; it asserts that all instances are negative except for the
single positive training example
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The key property of the FIND-S algorithm is
• FIND-S is guaranteed to output the most specific hypothesis within H that is
consistent with the positive training examples
• FIND-S algorithm final hypothesis will also be consistent with the negative
examples provided the correct target concept is contained in H, and provided the
training examples are correct.
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Example 1
Find S-Algo
Representation
• Definition: A hypothesis h is consistent with a set of training examples D if and only if
h(x) = c(x) for each example (x, c(x)) in D.
Consistent(h, D) ≡ (∀ 〈x, c(x)〉 ∈ D) h(x) = c(x))
Definition: The version space, denoted VSH,D with respect to hypothesis space H
and training examples D, is the subset of hypotheses from H consistent with the
training examples in D
VSH,D ≡{h ∈ H | Consistent(h, D)}
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The LIST-THEN-ELIMINATE ALGORITHM
The LIST-THEN-ELIMINATE algorithm first initializes the version space to
contain all hypotheses in H and then eliminates any hypothesis found inconsistent
with any training example.
Assume f1 and f2 as two instances with attributes as (A,B) AND (X,Y) respectively.
No of distinct instances=4
Syntactically hypothesis space=16
Semantically hypothesis=9
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The LIST-THEN-ELIMINATE ALGORITHM
F1 F2 TARGET
A X YES
A Y YES
Version space=(A,X)(A,Y)(A,?)(B,X)(B,Y)(B,?)(?,X)(?,Y)(?,?)(Ø,Ø)
By using LIST THEN ELIMINATION ALGORITHM
Version space/ consistent hypothesis=(A,?)(?,?)
The LIST-THEN-ELIMINATE ALGORITHM
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A More Compact Representation for Version Spaces
• The version space is represented by its most general and least general members.
• These members form general and specific boundary sets that delimit the
version space within the partially ordered hypothesis space.
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• A version space with its
general and specific boundary
sets.
• The version space includes all
six hypotheses shown here, but
can be represented more
simply by S and G.
• Arrows indicate instance of the
more-general-than relation.
This is the version space for
the Enjoysport concept
learning
Example Sky AirTemp Humidity Wind Water Forecast EnjoySport problem and training
1 Sunny Warm Normal Strong Warm Same Yes examples described in below
table
2 Sunny Warm High Strong Warm Same Yes
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Version Space representation theorem
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VSH,D={h ∈ H |(∃s ∈ S) (∃g ∈ G) (g ≥g h ≥g s)}
To Prove:
1. Every h satisfying the right hand side of the above expression is in VS H,D
2. Every member of VS H,D satisfies the right-hand side of the expression
Sketch of proof:
1. let g, h, s be arbitrary members of G, H, S respectively with g ≥g h ≥g s
By the definition of S, s must be satisfied by all positive examples in D. Because h ≥g s , h must also
be satisfied by all positive examples in D.
By the definition of G, g cannot be satisfied by any negative example in D, and because g ≥g h h
cannot be satisfied by any negative example in D. Because h is satisfied by all positive examples in D
and by no negative examples in D, h is consistent with D, and therefore h is a member of VSH,D
2.It can be proven by assuming some h in VSH,D,that does not satisfy the right-hand side of the
expression, then showing that this leads to an inconsistency
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The CANDIDATE-ELIMINATION Learning Algorithm
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Initialize G to the set of maximally general hypotheses in H
Initialize S to the set of maximally specific hypotheses in H
For each training example d, do
• If d is a positive example
• Remove from G any hypothesis inconsistent with d
• For each hypothesis s in S that is not consistent with d
• Remove s from S
• Add to S all minimal generalizations h of s such that
• h is consistent with d, and some member of G is more general than h
• Remove from S any hypothesis that is more general than another hypothesis in S
• If d is a negative example
• Remove from S any hypothesis inconsistent with d
• For each hypothesis g in G that is not consistent with d
• Remove g from G
• Add to G all minimal specializations h of g such that
• h is consistent with d, and some member of S is more specific than h
• Remove from G any hypothesis that is less general than another hypothesis in G
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An Illustrative Example
The boundary sets are first initialized to Go andSo, the most general
and most specific hypotheses in H.
S0 〈∅, ∅, ∅, ∅, ∅, ∅〉
G0 〈?, ?, ?, ?, ?, ?〉
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For training example d,
S0 〈∅, ∅, ∅, ∅, ∅. ∅〉
G0, G1 〈?, ?, ?, ?, ?, ?〉
10
0
For training example d,
G1, G2 〈?, ?, ?, ?, ?, ?〉
10
1
For training example d,
S S
2, 3
〈Sunny, Warm, ?, Strong, Warm, Same〉
G2 〈?, ?, ?, ?, ?, ?〉
10
2
For training example d,
10
3
The final version space for the EnjoySport concept learning problem and training
examples described earlier. 84
Example 1 :
The version space learned by the CANDIDATE-ELIMINATION algorithm will converge toward
the hypothesis that correctly describes the target concept, provided
(1) there are no errors in the training examples, and
(2) there is some hypothesis in H that correctly describes the target concept.
The learner is required to classify new instances that it has not yet observed
3.What training example should learner request next?
In this case learner should choose an instance that would be classified as positive by
some of these hypothesis, but negative by others.
One such instance is (Sunny, Warm, Normal, Light, Warm, Same)
Inductive Bias
The fundamental questions for inductive inference
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Effect of incomplete hypothesis space
Preceding algorithms work if target function is in H
Will generally not work if target function not in H
If apply Candidate Elimination algorithm as before, end up with empty Version Space
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An Unbiased Learner
Incomplete hypothesis space
• If c not in H, then consider generalizing representation of H to contain c
• The size of the instance space X of days described by the six available attributes is 96.
The number of distinct subsets that can be defined over a set X containing |X| elements
(i.e., the size of the power set of X) is 2|X|
• Recall that there are 96 instances in EnjoySport; hence there are 296 possible hypotheses
in full space H
• Can do this by using full propositional calculus with AND, OR, NOT
• Hence H defined only by conjunctions of attributes is biased (containing only 973 h’s)
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• Let us reformulate the Enjoysport learning task in an unbiased way by defining a
new hypothesis space H' that can represent every subset of instances; that is, let H'
correspond to the power set of X.
• One way to define such an H' is to allow arbitrary disjunctions, conjunctions, and
negations of our earlier hypotheses.
For instance, the target concept "Sky = Sunny or Sky = Cloudy" could then be
described as
(Sunny, ?, ?, ?, ?, ?) V (Cloudy, ?, ?, ?, ?, ?)
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Definition:
Consider a concept learning algorithm L for the set of instances X.
• Let c be an arbitrary concept defined over X
• Let Dc = {( x , c(x))} be an arbitrary set of training examples of c.
• Let L(xi, Dc) denote the classification assigned to the instance xi by L after training on the
data Dc.
• The inductive bias of L is any minimal set of assertions B such that for any target concept
c and corresponding training examples Dc
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Modelling inductive systems by
equivalent deductive systems.
The input-output behavior of the
CANDIDATE-ELIMINATION
algorithm using a hypothesis space H
is identical to that of a deductive
theorem prover utilizing the assertion
"H contains the target concept." This
assertion is therefore called the
inductive bias of the CANDIDATE-
ELIMINATION algorithm.
characterizing inductive systems
by their inductive bias allows
modelling them by their equivalent
deductive systems. This provides a
way to compare inductive
systems according to their policies
for generalizing beyond the
observed training data.
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