Machine Learning 참고

Machine Learning 참고 자료
Learning

Definition

Learning is the improvement of performance in
some environment through the acquisition of
knowledge resulting from experience in that
environment.
2
Machine Learning: Tasks

Supervised Learning

Learn fw from training set D={(x,y)} s.t.
f w (x)  y  f (x)
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Classification: y is discrete
Regression: y is continuous

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Unsupervised Learning



Learn fw from D={(x)} s.t.
Density Estimation f w (x)  x
Compression, Clustering
3
Machine Learning: Methods

Symbolic Learning
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Neural Learning
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Genetic Algorithms
Probabilistic Learning
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Multilayer Perceptrons (MLPs)
Evolutionary Learning
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Version Space Learning
Bayesian Networks (BNs)
Other Machine Learning Methods

Decision Trees (DTs)
4
Applications of Machine
Learning

Driving an autonomous vehicle

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Classifying new astronomical structures

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무인 자동차 운전, 센서기반 제어 등에도 응용
천체 물체 분류, Decision tree learning 기법 사용
Playing world-class Backgammon

실제 게임을 통해서 전략을 학습, 탐색공간 문제에
응용
5
A Definition of Learning
: Well-posed Learning Problems

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.
A class of tasks T
Experience E
Performance measure P
6
Checkers Problem (1/2)
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


말은 대각선으로만 움직일 수 있다.
맞은편 끝까지 가기 전에는 앞으로만 진행할 수 있다.
대각선에 상대편 말이 있을 경우 그 말을 없앨수 있다.
게임은 한편 말이 모두 없어지면 끝난다.
7
Checkers Problem (2/2)

homepage


http://www.geocities.com/Heartland/7134/Green/grprechecker.htm
http://www.acfcheckers.com
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A Checkers Learning Problem

Three Features: 학습문제의 정의



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The class of tasks
The measure of performance to be improved
The source of experience
Example



Task T: playing checkers
Performance measure P: percent of games won against
opponent
Training experience E: playing practice games against
itself
9
Designing a Learning System




Choosing the Training Experience
Choosing the Target Function
Choosing a Representation for the Target
Function
Choosing a Function Approximation
Algorithm
10
Choosing the Training
Experience (1/2)

Key Attributes

Direct/indirect feedback


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Direct feedback: checkers state and correct move
Indirect feedback: move sequence and final
outcomes
Degree of controlling the sequence of training
example

Learner가 학습 정보를 얻을 때 teacher의 도움을
받는 정도
11
Choosing the Training
Experience (2/2)

Distribution of examples

시스템의 성능을 평가하는 테스트의 예제 분포
를 잘 반영해야 함
12
Choosing the Target Function
(1/2)

A function that chooses the best move M for
any B



ChooseMove : B  M
Difficult to learn
It is useful to reduce the problem of
improving performance P at task T to the
problem of learning some particular target
function.
13
Choosing the Target Function
(2/2)

An evaluation function that assigns a
numerical score to any B

V : B R
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Target Function for the
Checkers Problem

Algorithm
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If b is a final state that is won, then V(b) = 100
……. that is lost, then V(b)=-100
……. that is drawn, then V(b)=0
If b is not a final state, then V(b)=V(b’), where
b’ is the best final board state
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Choosing a Representation for
the Target Function
^

Describing the function V
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Tables
Rules
Polynomial functions
Neural nets
Trade-off in choice
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Expressive power
Size of training data
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Linear Combination as
Representation
^
V(b) = w0 + w1x1 + w2x2 + w3x3 +w4x4 + w5x5 + w6x6
x1: # of black pieces on the board
x2: # of red pieces on the board
x3: # of black kings on the board
x4: # of red kings on the board
x5: # of black pieces threatened by red
x6: # of red pieces threatened by black
w1 - w6: weights
17
Partial Design of a Checkers
Learning Program

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Task T: playing checkers
Performance measure P: Percent of games won in
the world tournament
Training experience E: games played against itself
Target function V: Board  R
Target function representation
^

V(b) = w0 + w1x1 + w2x2 + w3x3 + w4x4 + w5x5 + w6x6
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Choosing a Function
Approximation Algorithm

A training example is represented as an ordered
pair <b, Vtrain(b)>


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b: board state
Vtrain(b): training value for b
Instance: “black has won the game (x2 = 0)
<<x1=3, x2=0, x3=1, x4=0, x5=0, x6=0>, +100>
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Choosing a Function
Approximation Algorithm

Estimating training values for intermediate
board states
^
 Vtrain(b)  V (Successor(b))
^

V : current approximation to V

Successor(b): the next board state
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Adjusting the Weights (1/2)


Choosing wi to best fit the training examples
Minimize the squared error
E
2
(
V
train
(
b
)

V
'
(
b
))

b ,Vtra in( b ) trainingexample
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Adjusting the Weights (2/2)

LMS Weight Update Rule
For each training example <b, Vtrain(b)>
1. Use the current weights to calculate V’(b)
2. For each weight wi, update it as
^
wi  wi   (Vtrain (b)  V (b)) xi
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Sequence of Design Choices
Determine Type of
Training Experience
Games
against experts
Games against
self
Table of
correct moves
Determine
Target Function
Board
 move
Polynomial
Board
 value
Determine Representation
Of Learned Function
Linear function
of six features
Arfiticial NN
Determine
Learning Algorithm
Gradient
descent
Complete Design
Linear
Programming
23
Perspectives in ML


“Learning as search in a space of possible
hypotheses”
Representations for hypotheses



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Linear functions
Logical descriptions
Decision trees
Neural networks
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Perspectives in ML

Learning methods are characterized by their
search strategies and by the underlying
structure of the search spaces.
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Summary

기계학습은 다양한 응용분야에서 실용적 가치
가 크다.


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많은 데이터로부터 규칙성을 발견하는 문제(data
mining)
문제의 성격 규명이 어려워 효과적인 알고리즘을
개발할 지식이 없는 문제 영역(human face
recognition)
변화하는 환경에 동적으로 적응하여야 하는 문제
영역(manufacturing process control)
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Summary

기계학습은 다양한 다른 학문 분야와 밀접히
관련된다.


인공지능, 확률통계, 정보이론, 계산이론, 심리학,
신경과학, 제어이론, 철학
잘 정의된 학습 문제는 다음을 요구한다.

문제(task)의 명확한 기술, 성능평가 기준, 훈련경험
을 위한 사례
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Summary

기계학습 시스템의 설계 시에는 다음 사항을
고려 하여야 한다.
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훈련경험의 유형 선택
학습할 목표함수
목표함수에 대한 표현
훈련 예로부터 목표함수를 학습하기 위한 알고리
즘
28
Summary

학습은 가능한 가설 공간에서 주어진 훈련 예
와 다른 배경지식을 가장 잘 반영하는 하나의
가설을 탐색하는 탐색이다.

다양한 학습 방법은 서로 다른 가설공간의 형태와
이 공간 내에서 탐색을 수행하는 전략에 의해 규정
지어진다.
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Neural Networks
Biological motivation

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Neuron receives signals from other neurons through its
dendrites
Transmits signals generated by its cell body along the
axon
Network of Neuron
31
Neural Network Representations

The primitive unit(e.g. perceptron)

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A learning process in the ANN
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N input signals  weighted sum  threshold function
 generate an output
Learning process involves choosing values for the
weights w0, …, wn
Learning rules

How network weights are updated?
32
Gradient descent and the delta
rule

The delta rule

Linear unit for which the output o is given by

o( x)  w  x
Measure for the training error of a hypothesis

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d : the set of traing examples
td : the target output for training example d
od : the output of the linear unit for training example d
We can characterize E as a function of w
33
Gradient descent and the delta
rule
34
Gradient descent and the delta
rule

Derivation of the gradient descent rule

Direction of steepest descent along the error
space

Derivative E with respect to each component of w

The negative of this vector therefore gives the
direction of steepest decrease  E(w)
35
Gradient descent and the delta
rule

Training rule for gradient descent

wi ← wi + wi

Efficient way of calculating the gradient

where,
So, wi    (td  od ) xid
d D
36
Gradient descent and the delta
rule


If  is too large, the gradient
descent search runs the risk
of overstepping the
minimum
gradually reduce the value
of 
37
Multilayer Networks

Why multilayer network?


Single perceptrons can only express linear decision
surfaces
So, add an extra(hidden) layer between the inputs and
outputs

E.g.) the speech recognition task
38
Multilayer Networks

Sigmoid function
39
Error Function for BP
 

1
E ( w) 
(t kd  okd ) 2
2 dD koutputs

E defined as a sum of the squared errors
over all the output units k for all the
training examples d.
40
BP Algorithm
41
Learning Until…
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After a fixed number of iterations (epochs)
Once the error falls below some threshold
Once the validation error meets some
criterion
42
Self Organizing Map
Introduction


Unsupervised Learning
SOM (Self Organizing Map)


Visualization
Abstraction
44
SOM structures
Output Layer
Neighborhood
Input Layer
45
Data to be clustered
46
After 100 iterations
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After 500 iterations
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After 2000 iterations
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After 10000 iterations
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