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Unit 3.3 Learning

The document provides an overview of learning in artificial intelligence, detailing its definition, forms, and methods such as supervised, unsupervised, and reinforcement learning. It discusses learning by taking advice, integrating learning with problem-solving, and induction learning, highlighting key concepts like hypothesis space and generalization. The document also addresses the advantages and pitfalls of different learning approaches, emphasizing the importance of performance measures and the role of experience in improving task performance.

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Prerna Saste
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0% found this document useful (0 votes)
11 views33 pages

Unit 3.3 Learning

The document provides an overview of learning in artificial intelligence, detailing its definition, forms, and methods such as supervised, unsupervised, and reinforcement learning. It discusses learning by taking advice, integrating learning with problem-solving, and induction learning, highlighting key concepts like hypothesis space and generalization. The document also addresses the advantages and pitfalls of different learning approaches, emphasizing the importance of performance measures and the role of experience in improving task performance.

Uploaded by

Prerna Saste
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Unit 3

Definition of learning, Forms of learning, learning


by taking advice, Learning in problem solving,
Induction learning

Prof. Pranjal Pandit


Contents
• Knowledge representation
• Types of knowledge
• Rules, Rule based expert system.
• Inference: Backward chaining, Forward chaining, Rule value approach,
Inference engine.
• Planning: Goal Tree, Non-linear planning, Hierarchical planning, Goal
stack planning
• Definition of learning, Forms of learning, learning by taking advice,
Learning in problem solving, Induction learning
• Expert systems - Architecture of expert systems, Roles of expert
systems, Knowledge Acquisition
Learning
A standard, widely used formal definition (Tom Mitchell, 1997) is:
A 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.

Plain language: learning = improvement on a task produced by experience/data,


measured by some performance metric.

Example: a spam filter (T = classify emails, P = classification accuracy) improves as it sees


labelled emails (E).

Key ingredients in the definition:


• Task (T) — what the system is expected to do (classification, control, planning).
• Experience (E) — data, interactions, demonstrations, rewards, etc.
• Performance measure (P) — accuracy, average reward, time to solution, etc.
Forms of learning

1. By type of feedback

A) Supervised learning — labeled examples (input → correct output).


Example: image classification, regression.
B) Unsupervised learning — no labels; discover structure (clusters,
manifolds).
Example: k-means clustering, PCA.
C) Reinforcement learning (RL) — scalar reward signal through
interaction; learn policy to maximize long-run reward.
Example: game playing, robotic control.
2. By interaction style
• Batch learning —
learner sees a
dataset and trains
offline.
• Online (incremental)
learning — model
updates continuously
as new data arrives.
• Active learning —
learner queries an
oracle (asks for
labels) for the most
informative
instances.
3. By representation and method
• Instance-based (lazy) — store examples and use them at query time (k-
NN).
• Model-based (parametric) — build a compact model (linear regression,
neural network).
• Symbolic vs subsymbolic — rules/logic vs neural nets.
4. Hybrid and advanced forms

A) Semi-supervised learning — mix of labeled and unlabeled data.


Self-supervised learning model
B) Self-supervised learning — create supervisory signals from the data
itself (predict missing parts).
C) Imitation learning / Learning from demonstration (LfD)
— learn policies from demonstrated trajectories.
D) Transfer learning / Meta-learning — reuse knowledge
from prior tasks to speed learning on new ones.
5. By goal

• Classification / Regression — predict labels or continuous values.


• Clustering / Dimensionality reduction — discover structure.
• Policy learning / Planning — produce actions or plans.
Learning by taking advice

The learner receives advice (hints, rules, demonstrations, corrective feedback)


from a teacher/mentor/oracle and uses it to speed or guide learning.

Modes of advice
• Demonstrations: teacher shows correct behavior (e.g., driving traces →
imitation learning / behavior cloning).
• Corrective feedback / evaluative advice: teacher gives “good/bad” signals
for actions (e.g., TAMER-style human feedback).
• Hints / constraints / rules: symbolic advice like “avoid region X” or
“variable Y is important”.
• Policy advice / demonstrations for bootstrapping: initial policy from
teacher, then refine via RL.
Algorithms / approaches

• Behavioral cloning: treat demonstrations as supervised learning (state


→ action).
• Inverse Reinforcement Learning (IRL): infer the teacher’s reward
function from demonstrations.
• Interactive RL / Reward shaping: use teacher’s evaluative feedback
to shape rewards or policies.
• DAGGER (Dataset Aggregation): combines learner’s trajectories
with teacher corrections to avoid compounding errors.
Advantages
• Faster learning; avoids random/exploratory mistakes.
• Transfers human expertise directly.
• Useful when exploration is costly/dangerous.

Pitfalls & cautions


• Bias / suboptimal advice: poor advice can mislead the learner.
• Over-reliance: learner may fail to generalize beyond advice scope.
• Inconsistency: conflicting advice complicates learning (needs mechanisms
to weigh trust).
• Practical example: a human steering a drone for a few flights
(demonstrations) — the agent clones the behavior, then refines with RL
using a simulator.
Learning in problem solving
Learning can be integrated with classical search and problem-solving to make future
solutions faster or better.

Main ideas
• Learn better heuristics: use past solved problems to learn a heuristic function
h(state) that guides search (A*, IDA*). Example: learning pattern databases for
the 15-puzzle.
• Learn macro-operators / chunks: create higher-level actions (macros) that
collapse repeated subplans into single operators to speed future planning.
• Explanation-based learning (EBL): from a solved example + domain theory,
derive a general rule that makes solving similar problems trivial.
• Case-based reasoning (CBR): store solved problem cases and adapt their
solutions to new similar problems.
• RL for problem solving: learn policies that map problem states to actions (e.g.,
using Q-learning for maze navigation).
Example (8-puzzle):
• Experience: solve many random puzzles via search.
• Learn: estimate of distance-to-goal for common subpatterns (heuristic
table).
• Result: future search cut drastically because heuristic is more informed.

Why it helps
• Reduces search branching; speeds solution time; may enable solving
problems that were infeasible before.
Tradeoffs
• Time + memory spent to learn/store heuristics or cases.
• Risk of over-specialization to seen problems (less generalization).
Induction learning

• What is induction?
Induction is the process of forming general rules/hypotheses from
specific observed examples. In machine learning we typically induce
models (hypotheses) that generalize from training examples to
unseen instances.

Contrast with deduction


• Deduction: apply general rules to derive conclusions about specific
cases.
• Induction: infer general rules from specific observations.
Core components

• Hypothesis space (H): all candidate functions/models the learner


considers.
• Training examples: labeled instances used to evaluate hypotheses.
• Search/selection mechanism: algorithm that finds a good hypothesis
(e.g., minimize training error + regularization).
• Inductive bias: assumptions (e.g., simplicity, smoothness) that let us
prefer some hypotheses over others so generalization is possible.
Classic algorithms & ideas
• Decision trees (ID3/C4.5): induce tree structure from examples using information
gain.
• Linear models: learn weights to fit data (perceptron, logistic regression).
• Nearest neighbour: a lazy induction—use stored examples to classify new points.
• Version space learning: maintain the set of hypotheses consistent with examples;
general-to-specific boundary. (Useful as a conceptual model.)
• Statistical learning theory / PAC: formalizes conditions under which induction
generalizes (sample complexity, VC dimension).

Bias-variance & overfitting


• Overfitting: hypothesis fits training data too closely and fails to generalize.
• Underfitting: hypothesis too simple to capture patterns.
• Principles to manage: regularization, cross-validation, choosing model complexity,
more data.
Simple illustration
Suppose we want to learn isBird(x) from attributes:
• Examples: {(feathers=True) → Bird=True, (feathers=False, swims=True) →
Bird=False, ...}
• Induction might produce rule: isBird(x) := has_feathers(x).
Algorithmic approach: search hypothesis space of logical rules or decision trees;
pick rule with best generalization.

Key points about induction


• It always requires bias — no purely “data-only” method can generalize without
assumptions.
• Quality of induced model judged by generalization (test performance), not
training fit alone.
• Inductive methods range from symbolic (rules, trees) to statistical (probabilistic
models, neural nets).

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