Introduction to Machine Learning CS489/698 Lecture 1: Jan 3 rd, 2018

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Transcription:

Introduction to Machine Learning CS489/698 Lecture 1: Jan 3 rd, 2018 Pascal Poupart Professor David R. Cheriton School of Computer Science University of Waterloo 1

Machine Learning Arthur Samuel (1959): Machine learning is the field of study that gives computers the ability to learn without being explicitly programmed. Tom Mitchell (1998): A computer 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. 2

Three categories Supervised learning Reinforcement learning Unsupervised learning 3

Supervised Learning Example: digit recognition (postal code) Simplest approach: memorization 4

Supervised Learning Nearest neighbour: 5

More Formally Inductive learning: Given a training set of examples of the form (x,f(x)) x is the input, f(x) is the output Return a function h that approximates f h is called the hypothesis 6

Prediction Find function h that fits f at instances x 7

Prediction Find function h that fits f at instances x 8

Prediction Find function h that fits f at instances x 9

Prediction Find function h that fits f at instances x 10

Prediction Find function h that fits f at instances x 11

Generalization Key: a good hypothesis will generalize well (i.e. predict unseen examples correctly) Ockham s razor: prefer the simplest hypothesis consistent with data 12

ImageNet Classification 1000 classes 1 million images Deep neural networks (supervised learning) 13

Autoencoders Unsupervised learning Compress and then reconstruct input 14

Unsupervised Feature Generation Encoder trained on large number of images 15

Reinforcement Learning Differs from supervised learning Supervised learning Don t touch. You will get burnt Reinforcement learning Ouch! 16

Animal Psychology Negative reinforcements: Pain and hunger Positive reinforcements: Pleasure and food Reinforcements used to train animals Let s do the same with computers! 17

(simplified) rules: Two players (black and white) Game of Go Players alternate to place a stone of their color on a vacant intersection. Connected stones without any liberty (i.e., no adjacent vacant intersection) are captured and removed from the board Winner: player that controls the largest number of intersections at the end of the game 18

Computer Go Deep RL Monte Carlo Tree Search Oct 2015: 19

Computer Go March 2016: AlphaGo defeats Lee Sedol (9-dan) [AlphaGo] can t beat me Ke Jie (world champion) May 2017: AlphaGo Master defeats Ke Jie (world champion) Last year, [AlphaGo] was still quite humanlike when it played. But this year, it became like a god of Go Ke Jie (world champion) Oct 2017: AlphaGo Zero outperforms AlphaGo Master without any pre-training based on human expertise (RL with self-play only) 20

Computer Go Dec 2017: AlphaZero generalizes AlphaGo Zero to master Go, Chess and Shogi Convolutional neural network: output distribution over actions with expected value of game General reinforcement learning with self-play 21

Smart Walker UW Researchers: Farheen Omar, Richard Hu, Adam Hartfiel, Mathieu Sinn, James Tung, Pascal Poupart Force sensors Load sensors + Video cameras Microphone assist caregivers Speech synthesizer Servo-brakes etc. walker devices Smart walker users 22

Research Goals Long-term goals: Identify context and triggers of falls Improved policies for wheelchair prescription & assisted living Assess balance control and stability Diagnose movement disorders Research performed: Automated activity recognition (context) 3D pose modeling (balance assessment, movement disorders) 23

Activity Recognition State of the art: kinesiologists hand label sensor data by looking at video feeds Time consuming and error prone! Backward view Forward view 24

8 channels: Raw Sensor Data Forward acceleration Lateral acceleration Vertical acceleration Load on left rear wheel Load on right rear wheel Load on left front wheel Load on right front wheel Wheel rotation counts (speed) Data recorded at 50 Hz and digitized (16 bits) 25

Experiment 8 walker users at Winston Park (84-97 years old) 12 older adults (80-89 years old) in the Kitchener- Waterloo area who do not use walkers Activities Not Touching Walker (NTW) Standing (ST) Walking Forward (WF) Turning Left (TL) Turning Right (TR) Walking Backwards (WB) Sitting on the Walker (SW) Reaching Tasks (RT) Up Ramp/Curb (UR/UC) Down Ramp/Curb (DR/DC) 26

Probabilistic Models Hidden Markov Model (HMM) Supervised Maximum likelihood (ML) Unsupervised Expectation maximization (EM) Bayesian Learning Conditional Random Field (CRF) Supervised Maximum conditional likelihood Automated feature extraction 27

Demo 28

Applications of Machine Learning Speech recognition Siri, Cortana Natural Language Processing Conversational agents Computer vision Image and video analysis Robotic Control Autonomous vehicles Intelligent assistants Activity recognition, recommender systems 29

Vision Meta-programming: program computers to learn by themselves Lifelong machine learning: machines that continuously learn Transfer learning: machines that generalize their experience to new situations Challenges: Knowledge representation Computational complexity Sample complexity 30