Understanding Knowledge in AI Learning
Understanding Knowledge in AI Learning
in
UNIT-II
KNOWLEDGE IN LEARNING
KNOWLWDGE IN LEARNING
What is knowledge representation?
• Humans are best at understanding, reasoning, and interpreting knowledge. Human
knows things, which is knowledge and as per their knowledge they perform various
actions in the real world. But how machines do all these things comes under
knowledge representation and reasoning. Hence we can describe Knowledge
representation as following:
• Knowledge representation and reasoning (KR, KRR) is the part of Artificial
intelligence which concerned with AI agents thinking and how thinking contributes
to intelligent behavior of agents.
• It is responsible for representing information about the real world so that a
computer can understand and can utilize this knowledge to solve the complex real
Click to Edit world problems such as diagnosis a medical condition or communicating with
humans in natural language.
• It is also a way which describes how we can represent knowledge in artificial
intelligence. Knowledge representation is not just storing data into some database,
but it also enables an intelligent machine to learn from that knowledge and
experiences so that it can behave intelligently like a human.
What is learning in AI?
In the context of artificial intelligence (AI), learning refers to the
ability of a system or model to improve its performance over time by
extracting patterns and information from data. AI systems can be
designed to learn from experience, adapt to new inputs, and make
better decisions or predictions without being explicitly programmed
for each task.
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Types of Learning
1. Rote Learning:
1. Type: Memorization-based learning.
Rote learning involves the memorization of information through repetition. It is
a straightforward process where individuals repeat information until it is
ingrained in memory. This type of learning is often associated with the ability
to recall facts or information without necessarily understanding the underlying
concepts.
2. Learning by Taking Advice:
1. Type: Social learning or learning from others.
Learning by taking advice involves acquiring knowledge or skills by seeking
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guidance or information from others. This type of learning relies on social
interactions, mentorship, or consulting experts to gain insights and information.
It can be particularly effective in acquiring practical knowledge and
understanding complex concepts through the wisdom of others.
3. Learning in Problem Solving:
Cognitive learning.
Learning in problem solving involves acquiring knowledge and skills through
actively engaging with and solving problems. This type of learning
emphasizes critical thinking, analysis, and the application of learned concepts
to solve real-world challenges. It often leads to a deeper understanding of the
subject matter.
4. Learning from Examples:
Inductive learning.
Learning from examples involves understanding concepts or acquiring skills
Click to Edit by observing and studying examples. This can include learning through
demonstrations, case studies, or real-life instances. Inductive reasoning is
often applied, where general principles or rules are inferred from specific
examples.
Rote Learning Technique
Rote learning is a memorization technique where information is learned
by repetition without a deep understanding of the underlying concepts.
While it may not be the most effective method for fostering a deep
understanding or critical thinking, it can be useful for quickly memorizing
specific information. Here are some techniques associated with rote
learning:
1. Repetition:
Repeat the information multiple times. The more times you encounter
the information, the more likely it is to be retained.
2. Flashcards:
Click to Edit Create flashcards with questions on one side and answers on the other.
Quiz yourself repeatedly until you can recall the information easily.
3. Rhymes and Mnemonics:
Create rhymes, acronyms, or mnemonic devices to help remember
lists or sequences. These can be particularly effective for memorizing
ordered information.
4. Chunking:
Break down large amounts of information into smaller,
manageable chunks. Focus on learning one chunk at a time before
moving on to the next.
[Link] and Recitation:
Listen to recorded information or recite it out loud. Some people
find that hearing information while seeing or saying it helps with
memorization.
6. Writing and Copying:
Click to Edit Write down the information you're trying to learn. The act of
physically writing it out can reinforce the memory. Copying the
information multiple times can also be helpful.
7. Association:
Associate new information with familiar concepts or things you
already know. Creating connections between new and existing
knowledge can aid in recall.
8. Visual Aids:
Use visual aids such as charts, diagrams, or pictures to help reinforce
the information. Associating information with visual cues can enhance
memory.
9. Structured Repetition (Spaced Repetition):
Space out your study sessions over time rather than cramming all at
once. This technique, known as spaced repetition, involves reviewing
information at increasing intervals to strengthen long-term retention.
[Link] Others:
Teach the information to someone else. Explaining concepts to others
Click to Edit requires a deeper level of understanding and can reinforce your own
memory.
• It's important to note that while rote learning can be helpful for
memorizing facts and figures, it may not be sufficient for tasks that
require critical thinking, problem-solving, or a deep understanding of
underlying principles. Effective learning often involves a combination
of rote memorization and more interactive, concept-based approaches.
Learning by taking advice.
This type is the easiest and simple way of learning.
• In this type of learning, a programmer writes a program to give some
instructions to perform a task to the computer. Once it is learned (i.e.
programmed), the system will be able to do new things.
• Also, there can be several sources for taking advice such as
humans(experts), internet etc.
• However, this type of learning has a more necessity of inference than rote
learning.
Click to Edit • As the stored knowledge in knowledge base gets transformed into an
operational form, the reliability of the knowledge source is always taken
into consideration.
• The programs shall operationalize the advice by turning it into a single or
multiple expressions that contain concepts and actions that the program can
use while under execution.
• This ability to operationalize knowledge is very critical for learning. This
is also an important aspect of Explanation Based Learning (EBL)
Example Learning System - FOO
• Learning the game of hearts
• FOO (First Operational Operationaliser) tries to convert high level advice
(principles, problems, methods) into effective executable (LISP)
procedures.
• Hearts:
• Game played as a series of tricks.
• One player - who has the lead - plays a card.
• Other players follow in turn and play a card.
• The player must follow suit.
Click to Edit • If he cannot he play any of his cards.
• The player who plays the highest value card wins the trick and the lead.
• The winning player takes the cards played in the trick.
• The aim is to avoid taking points. Each heart counts as one point the queen
of spades is worth 13 points.
• The winner is the person that after all tricks have been played has the
lowest points score.
Hearts is a game of partial information with no known algorithm for winning.
Although the possible situations are numerous general advice can be given such as:
Avoid taking points.
Do not lead a high card in suit in which an opponent is void.
If an opponent has the queen of spades try to flush it.
In order to receive advice a human must convert into a FOO representation (LISP clause)
(avoid (take-points me) (trick))
FOO operationalises the advice by translating it into expressions it can use in the game. It
can UNFOLD avoid and then trick to give:
(achieve (not (during
Click to Edit (scenario
(each p1 (players) (play-card p1))
(take-trick (trick-winner)))
(take-points me))))
However the advice is still not operational since it depends on the outcome of
trick which is generally not known. Therefore FOO uses case analysis (on the
during expression) to determine which steps could case one to take points.
Step 1 is ruled out and step 2's take-points is UNFOLDED:
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3. Learning by problem solving
When the program does not learn from advice, it can
learn by generalizing from its own experiences.
1. Learning by Parameter adjustment.
2. Learning with macro-operations
3. Learning with Chunking
4. The unity problem.
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1. Learning by parameter adjustment
• Here the learning system relies on evaluation procedure that combines
information from several sources into a single summary static.
• For example, the factors such as demand and production capacity may be
combined into a single score to indicate the chance for increase of production.
• Features that appear to be good predictors of overall success will have their
weights increases, while those that do not will have their weights decreased.
• This type of learning systems is useful when little knowledge is available.
• In game programs, for example, the factors such as piece
advantage and mobility are combined into a single score
to decide whether a particular board position is desirable.
This single score is nothing but a knowledge which the
program gathered by means of calculation.
• Programs do this in their static evaluation functions, in
which a variety of factors are combined into a single
score. This function as a polynomial form is given below.
Click to Edit • The t terms are the values of the features that contribute to
the evaluation. The c terms are the coefficients or weights
that are attached to each of these values. As learning
progresses, the c values will change
In designing programs it is often difficult to decide on the
exact value to give each weight initially. So the basic idea
of idea of parameter adjustment is to:
➢ Start with some estimate of the correct weight settings.
➢ Modify the weight in the program on the basis of
accumulated experiences.
➢ Features that appear to be good predictors will have their
Click to Edit weights increased and bad ones will be decreased
Important factors that affect the performance are:
➢ When should the value of a coefficient be increased and
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Induction learning (Learning by example).
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In the below diagram the tree will first ask what is the
weather? Is it sunny, cloudy, or rainy? If yes then it will go
to the next feature which is humidity and wind. It will
again check if there is a strong wind or weak, if it’s a weak
wind and it’s rainy then the person may go and play.
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Did you notice anything in the above flowchart? We see
that if the weather is cloudy then we must go to play. Why
didn’t it split more? Why did it stop there?