Today s Lecture. The structure of a learning agent Basic problems: bias, Ockham s razor, expressiveness Decision-tree algorithms for Classification

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Lecture 22: Learning 1 Victor R. Lesser CMPSCI 683 Fall 2010 Today s Lecture The structure of a learning agent Basic problems: bias, Ockham s razor, expressiveness Decision-tree algorithms for Classification Commonsense Definition Why Should Systems Learn? Learning is change within a system that improves its performance This admits a lot of different behaviors, but identifies the basic preconditions of learning: Learning systems must be capable of change Learning systems must do something differently as a result of the change Learning can simplify the complexity of problem solving. Replace procedural/declarative knowledge, inferencing, and search with learned functions and policies Learning increases efficiency, robustness, survivability, and autonomy of system. Key to operating in open environments Re-evaluate key assumptions in light of what is happening A learning program can become better than its teacher. A viable alternative to problem solving.

Types of Learned Knowledge* A direct mapping from conditions on the current state to actions. Weighting of parameters of multi-attribute decision process A means to infer relevant properties of the world from the percept sequence. Information about the way the world evolves. Allow prediction of future events How Does this Relate to Systems We Have Studied? Types of Learned Knowledge cont. Information about the results of possible actions the agent can take Utility information indicating the desirability of world states. Action-value information indicating the desirability of particular actions in particular states. Goals that describe classes of states whose achievement maximizes the agent s utility. How Does this Relate to Systems We Have Studied? Examples from My Lab Characterizing Learning Systems Meta-level Control Learning policy for balancing thinking/coordinating and acting in a sophisticated agent Agent Plans - SRTA Learned often used agent plans; avoided planning overhead Agent Behavior Statistics -- SRTA Learned statistical distribution of performance of agent actions then used in planning and scheduling of agent activities Information Gathering -- BIG Learned text extraction strategy Agent Coordination Learned new coordination rules Learned situation specific context for applying coordination rules Learning routing policies in a peer-to-peer IR Learning distributed task allocation policy BlackBoard control Learned tactical control for when to invoke specific KSs Model Acquistion for Sound Understanding -- IPUS Learned models for characterizing never before heard sounds What changes as a result of learning? How does the system find out change is needed? How does the system localize the problem to find out what changes are necessary? What is the mechanism of change?

Available Feedback A Model of Learning Agents Supervised learning Is told by a teacher what action is best in a specific situation Learning to brake Reinforcement Learning Gets feedback about the consequences of a specific sequence of actions in a certain situation Can also be thought of as supervised learning with a less informative feedback signal. Training a dog Unsupervised Learning feedback about actions Learns to predict future precepts given its previous precepts Can t learn what to do unless it already has a utility function that defines appropriateness of a given situation (built-in feedback signal) Learning traffic patterns Performance Standard Critic 6 sensors feedback 7 changes Learning 9 Performance element 8 element learning knowledge 10 goals Problem generator 11 3 effectors 2 1 5 4 Environment Model of Learning Agent Critic tells learning element how well agent is doing Fixed standard of performance Learning element modifies performance element (usually its knowledge) in response to feedback Problem generator suggests actions that will lead to new and informative experiences also called exploration Related to decision to acquire information Goals: Design of Learning Element Learn better actions that lead to higher longterm utility Speed up performance element Which components of the performance element are to be improved. What representation is used for those components. What feedback is available What prior information is available.

Dimensions of Learning The type of training instances the beginning data for the learning task. The language used to represent knowledge. Specific training instances must be translated into this representation language In some programs the training instances are in the same language as the internal knowledge base and this step is unnecessary. A set of operations on representations. Typical operations generalize or specialize existing knowledge, combine units of knowledge, or otherwise modify the program s existing knowledge or the representation of the training instances. Dimensions of Learning cont. The concept space. The operations that define a space of possible knowledge structures that is searched to find the appropriate characterization of the training instances and similar problems. Learning as Search? The learning algorithms and heuristics employed to search the concept space. The order of the search and the use of heuristics to guide the search. Types of Knowledge Representations for Learning numerical parameters decision trees formal grammars production rules logical theories graphs and networks frames and schemas computer programs (procedural encoding) Learning Functions All learning can be seen as learning the representation of a function/mapping Choice of representation of a function Trade-off between expressiveness and efficiency Is what you want representable? Is what you want learnable (# of examples, cost of search)? Choice of training data Correctly reflects past experiences Correctly predicts future experiences How to judge the goodness of the learned function

Some Additional Thoughts Importance of Prior Knowledge Prior knowledge (e.g., first principles) can significantly speed up learning process EBL: Explanation-Based Learning Learning as a search process Finding the best function Incremental Process (on-line) vs. off-line Inductive (Supervised) Learning Let an example be (x, f(x)) Give a collection of examples of f, return a function h that approximates f. This function h is called a hypothesis: Feedback is relation between f(x) and h(x) (x, f(x)) could only be approximately correct ise observation of f(x) not always accurate Missing components of x ambiguity of whether missing component is key to decision (output of f(x)) Problems Many hypotheses h s are approximately consistent with the training set Curve-fitting... Ockham s Razor Simple hypotheses that are consistent with data are preferred A preference for one hypothesis over another beyond consistency is called Bias We want to maximize some metric of consistency and simplicity in the choice of the most appropriate function

Learning Classification Decision Trees Decision trees Restricted representation of logical sentences Boolean functions Takes as input situation described by a set of properties and outputs a yes/no decision Tree of property value tests Terminals are decisions t all attributes of situation need to be used Decision tree as a performance element Learn, based on conditions of the situation, whether to wait at a restaurant for a table A (classification) decision tree takes as input a situation described by a set of attributes and returns a decision. Reaches it decision by performing a sequence of incremental tests Each internal node corresponds to a test of one of the attributes of the situation Can express any boolean function of the input attributes. How to choose between equally consistent trees Expressions of Decision Tree Any Boolean function can be written as a decision tree r Patrons(r,Full) Λ WaitEstimate(r,10-30) Λ Hungry(r,N) WillWait(r) Row of truth table path in decision tree 2 n rows given n literals, 2 2n functions Limits on Expressability Cannot use decision tree to represent tests that refer to two or more different objects r 2 Nearby(r 2,r) Λ Price(r,p) Λ Price(r 2,p 2 ) Λ Cheaper(p 2,p) New Boolean attribute: CheaperRestaurantNearby but intractable to add all such attributes Some truth tables cannot be compactly represented in decision tree -- analagous to Baysean Joint Distribution Parity function returns 1 if and only if an even number of inputs are 1 exponentially large decision tree will be needed. Majority function which returns 1 if more than half of its inputs are 1

Example: Waiting for a Table Alternate restaurant exists Bar that you can wait Fri/Sat Hungry Patrons (ne, Some, Full) Price ($, $$, $$$) Raining Reservation Type (French, Italian, Thai, Burger) WaitEstimate (0-10, 10-30, 30-60, >60) Data available for decision whether to wait for a table Inducing Decision Trees from Examples How can we construct such a tree? Next Lecture What are criterion for good decision trees*? Continuation of Decision Trees Neural Networks