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1 Introduction To Machine Learning

This document provides an introduction to machine learning, including definitions, key concepts, and applications. It defines machine learning as a field that gives computers the ability to learn without being explicitly programmed. The document also discusses choosing a target function, representation, training experience, and learning algorithms to design machine learning systems. Finally, it outlines issues in machine learning and broad applications.

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Rajvir Singh
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
48 views

1 Introduction To Machine Learning

This document provides an introduction to machine learning, including definitions, key concepts, and applications. It defines machine learning as a field that gives computers the ability to learn without being explicitly programmed. The document also discusses choosing a target function, representation, training experience, and learning algorithms to design machine learning systems. Finally, it outlines issues in machine learning and broad applications.

Uploaded by

Rajvir Singh
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction to

Machine Learning

D r. JASMEET S INGH
ASSISTANT P ROFESSOR, C SED
T IET, PATIALA
Introduction
Machine Learning (ML) techniques are widely used nowadays in number
of applications.
Social media such as Facebook, Twitter, Instagram, etc. use machine
learning algorithms for custom feeds, recommendations, auto photo
tagging, etc.
Various Email providers classify Emails as spam or ham using machine
learning algorithms.
 Self customization programs for applications like Amazon, Netflix,
YouTube uses machine learning for recommendations.
Search engines rank pages using various learning algorithms.
Why ML is so prevalent?
ML grew out of Artificial Intelligence that is as intelligent as human
mind.

New capability for computers that has touched many aspects of industry
and basic science.

Includes set of algorithms that mimic the learning process of human


brain.
ML-DEFINITIONS
 Arthur Samuel (1959) coined the term machine learning and gave an
informal definition of machine learning.

 Arthur defined machine learning as:

Machine Learning is the field of the study that gives computers

the ability to learn without being explicitly programmed.


ML-DEFINITIONS
 In 1950s Arthur wrote checkers playing program (though he himself was
not a good player).

 He played tons of thousands of games against himself.


 The program learnt over time what are good and bad board positions, and
what are the wining or losing positions.
ML-DEFINITIONS
 Tom Mitchell (1998), redefined the concept of Machine Learning as a
Well Posed Learning Problem.

 He defined Well-Posed Learning Problem as:

“A computer program is said to learn from experience E with respect to


some class of tasks T and some performance measure P; if its
performance on T, as measured by P improves with experience E.”
Understanding T, E, and P
 For checkers player example:
Task T: playing checkers,
Experience E: having played tens of thousands of games,
Performance measure P: probability to win the game against a new opponent.
Understanding T, E, and P
 Task (T): Stock Price Prediction / Housing Prices Prediction / Bitcoin price
Predictor

 Experience (E): Tens of thousands of examples of previous years stock prices or


housing prices based on certain factors (number of rooms, area, number of floors,
crime rate, etc.)

 Performance (P): how close are the predicted prices to the actual prices measured
in terms of number of metrics such as mean error, root mean square error, etc.
Understanding T, E, and P
 Task (T): Image Segmentation / Breast Cancer Detection / Cartoonify or Emojify
an image

 Experience (E): Tens of thousands of images with labeling of different objects (for
image segmentation), ROI area (for breast cancer detection), emojis or cartoons
according to different moods in image (for cartooning or Emojify).

 Performance (P): whether or not the image is properly segmented or classified


measured in terms of number of metrics such as precision, recall etc.
Designing a Learning System
In order to design a learning system, some of the basic design principles and
approaches must be followed:
 Choosing the Training Experience
 Choosing the Target Function
 Choosing a Representation for the Target Function
 Choosing a Function Approximation Algorithm
The Final Design
Choosing the Training Experience
 Whether the training experience provides direct or indirect feedback.
 Direct training examples for playing checkers may include individual checkers board states and the
correct move for each.
 Indirect training examples may include move sequences and final outcomes of game.

 Degree to which the learner controls the sequence of training examples.


 Learner may be provided training experience by a random process or learner collects training
examples by exploring its environment.

 How well the training experience represents distribution of examples over the final
system performance.
Choosing the Target Function
 Reduce the learning task to the problem of discovering an ideal target function
(function approximation) that performs the desired task.

 For instance, for a checkers player program, we need to define a function:

V: B → R

 V maps any legal board state from the set B to some real value.

 The target function V is intended to assign better score to better board states.
Choosing a Representation of Target
Function
 We must choose a representation that the learning system will use to describe
target function.
 We may allow the program to represent V as a large table with a distinct entry
specifying the value for each distinct board state.
 We can also specify it as linear , quadratic or polynomial function of pre-defined
board features.
 For example, V(b) = w0 + w1x1+ w2x2+w3x3+w4x4+ w5x5+w6x6
where wi represents weights and xi corresponds to board positions.
Choosing a Function Approximation
Algorithm
In order to learn the target (approximation function), we need methods for the
following:

1. Estimating Training Values:


 Each training example, is an ordered pair of the form (b, Vtrain(b)); where b is a
particular board state and Vtrain(b) is the corresponding training value.
These training values need to be estimated in case of indirect training experience.
Choosing a Function Approximation
Algorithm Contd….
2. Adjusting the weights
 The learning algorithm must choose the weights wi to best fit the training
examples(b,Vtrain(b)).
 One common approach is to define the best hypothesis, or set the weights, as that
which minimized the squared error E between the training values and the values
predicted by the hypothesis V.
 Several algorithms exist for finding weights of function that minimize E.
One such example is Least Mean squares (LMS) training rule. For each observed
training example it adjusts the weight a small amount in a direction that reduces E.
Choosing a Function Approximation
Algorithm Contd….
 LMS Updation Rule:

For each training example (b, Vtrain(b));


Use the current weights to estimate ˆ

 For each weight wi, update wi ← wi +α (Vtrain(b)- 𝑉 ˆ 𝑏 ) xi


The Final Design
Issues in Machine Learning
The field of machine learning is concerned with answering the questions related to design of
learning system:

 What learning algorithms exist for learning general target function from specific training
examples?

 In what settings will particular algorithms converge to the desired function, given sufficient data?

 Which algorithms perform best for which types of problems and representations?

How much training data (examples) is sufficient for a particular model?

When and how can prior knowledge held by the learner guide the learning process of
generalizing from examples?
Issues in Machine Learning Contd…..
 What is the best way to reduce the learning task to one or more function
approximation problems? In other words, what specific functions should system
attempt to learn?

 Can the process of learning target function be automated?

 How can the learner automatically alter its representation to improve its ability
to represent and learn the target function?
Applications of Machine Learning
Machine Learning is used in a number of engineering, applied sciences, life
sciences, and mundane tasks. Broad applications of ML are :

 Applications that can’t be programmed by man: Automatic driving,


handwriting recognition, NLP, Computer Vision

 Self Customization Programs: Amazon, NetFlix recommendations.

 Data mining : web click data, medical records, biology, engineering

 Understanding human behavior: brain, real AI

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