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.