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Designing A Learning System

The document discusses the key components of designing a machine learning system: (1) choosing the learning task, performance measure, and experience; (2) selecting a target function based on these; (3) choosing a representation for the target function; and (4) selecting an approximation algorithm. It provides examples of different machine learning problems and outlines the steps involved in designing a learning system, including choosing training data, the target function, its representation, an approximation algorithm, and finalizing the system design.

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0% found this document useful (0 votes)
422 views21 pages

Designing A Learning System

The document discusses the key components of designing a machine learning system: (1) choosing the learning task, performance measure, and experience; (2) selecting a target function based on these; (3) choosing a representation for the target function; and (4) selecting an approximation algorithm. It provides examples of different machine learning problems and outlines the steps involved in designing a learning system, including choosing training data, the target function, its representation, an approximation algorithm, and finalizing the system design.

Uploaded by

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

Designing a Learning System

Well-posed learning problems

 A computer program is said to learn from experience E in context to


some task T and some performance measure P, if its performance on
T, as was measured by P, upgrades with experience E.

 The above definition is one of the most well known definitions of


Machine Learning given by Tom Mitchell.

Task(T)
Performance Measure (P)
Experience(E)
Examples:

To better filter emails as spam or not

A checkers learning proble

Handwriting Recognition Problem

A Robot Driving Problem

 Fruit Prediction Problem

Face Recognition Problem

Automatic Translation of documents


1. To better filter emails as spam or not

 Task – Classifying emails as spam or not

 Performance Measure – The fraction of emails accurately


classified as spam or not spam

 Experience – Observing you label emails as spam or not spam


2. A checkers learning problem

 Task – Playing checkers game

 Performance Measure – percent of games won against opposer

 Experience – playing implementation games against itself


3. Handwriting Recognition Problem

 Task – Acknowledging handwritten words within portrayal

 Performance Measure – percent of words accurately classified

 Experience – a directory of handwritten words with given


classifications
4. A Robot Driving Problem

 Task – driving on public four-lane highways using sight scanners

 Performance Measure – average distance progressed before a fallacy

 Experience – order of images and steering instructions noted down


while observing a human driver
5. Fruit Prediction Problem

 Task – forecasting different fruits for recognition

 Performance Measure – able to predict maximum variety of


fruits

 Experience – training machine with the largest datasets of


fruits images
6. Face Recognition Problem

 Task – predicting different types of faces

 Performance Measure – able to predict maximum types of faces

 Experience – training machine with maximum amount of datasets


of different face images
7. Automatic Translation of documents

 Task – translating one type of language used in a document to


other language

 Performance Measure – able to convert one language to other


efficiently

 Experience – training machine with a large dataset of


different types of languages
According to Arthur Samuel

“Machine Learning enables a Machine to


Automatically learn from Data, Improve performance from an
Experience and predict things without explicitly programmed.”
If we are able to find the factors T, P, and E of a learning problem, we will
be able to decide the following three key components:

1. The exact type of knowledge to be learned (Choosing the Target


Function)

2. A representation for this target knowledge (Choosing a representation


for the Target Function)

3. A learning mechanism (Choosing an approximation algorithm for the


Target Function)
Example:

 In Driverless Car, the training data is fed to Algorithm like how to Drive Car in
Highway, Busy and Narrow Street with factors like speed limit, parking, stop at signal
etc.

 After that, a Logical and Mathematical model is created on the basis of that and after
that, the car will work according to the logical model.

 Also, the more data the data is fed the more efficient output is produced.
Steps for Designing Learning System are:
Step 1) Choosing the Training Experience:

The very important and first task is to choose the training data or training
experience which will be fed to the Machine Learning Algorithm.
Three attributes which will impact on Success and Failure of Data:

 The training experience will be able to provide direct or indirect feedback


regarding choices.

 Second attribute is the degree to which the learner will control the sequences of
training examples.

 Third attribute is how it will represent the distribution of examples over which
performance will be measured.
Step 2- Choosing target function:
Step 3- Choosing Representation for Target function:

 When the machine algorithm will know all the possible legal moves the
next step is to choose the optimized move using any representation i.e.
using linear Equations, Hierarchical Graph Representation, Tabular
form etc.
Step 4- Choosing Function Approximation Algorithm:
 An optimized move cannot be chosen just with the training
data.

 The training data had to go through with set of example and


through these examples the training data will approximates
which steps are chosen and after that machine will provide
feedback on it.

 Success rate

 Failure rate
Step 5- Final Design:

 The final design is created at last when system goes from


number of examples , failures and success , correct and
incorrect decision and what will be the next step etc.

Example: DeepBlue is an intelligent computer which is


NOTE: ML-based won chess game against the chess expert Garry
Kasparov, and it became the first computer which had
beaten a human chess expert.

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