Each path through tree corresponds to implication like
FORALL r
Patrons(r,Full) & WaitEstimate(r,0-10)
|
& Hungry(r,N) -> WillWait(r)
Hence Decision tree corresponds to conjunction of implications. Cannot express tests that refer to two different objects like:
EXISTS r2 Nearby(r2) & Price(r,p) & Price(r2,p2) & Cheaper(p2,p) Expressiveness essentially propositional logic (no function
symbols, no existential quantifier) Complexity for n attributes is
22n, since for each
function 2n values have to be defined. (e.g. for n=6 there are
2 x 1019 different functions) Functions like parity function (1 for even, 0 for odd) or
majority function (1 if more than half of the inputs are 1) end in
large decision trees.
Some Examples
| Ex |
Atrributes |
|
|
|
|
|
|
|
|
|
Goal |
| |
Alt |
Bar |
Fri |
Hun |
Pat |
Price |
Rain |
Res |
Type |
Est |
Wait | | -------- |
------------- |
------------- |
| X1 |
Yes |
No |
No |
Yes |
Some |
£ £ £ |
No |
Yes |
French |
0-10 |
Yes |
| X2 |
Yes |
No |
No |
Yes |
Full |
£ |
No |
No |
Thai |
30-60 |
No |
| X3 |
No |
Yes |
No |
No |
Some |
£ |
No |
No |
Burger |
0-10 |
Yes |
| X4 |
Yes |
No |
Yes |
Yes |
Full |
£ |
Yes |
No |
Thai |
10-30 |
Yes |
| X5 |
Yes |
No |
Yes |
No |
Full |
£ £ £ |
No |
Yes |
French |
>60 |
No |
| X6 |
No |
Yes |
No |
Yes |
Some |
£ £ |
Yes |
Yes |
Italian |
0-10 |
Yes |
| X7 |
No |
Yes |
No |
No |
None |
£ |
Yes |
No |
Burger |
0-10 |
No |
| X8 |
No |
No |
No |
Yes |
Some |
£ £ |
Yes |
Yes |
Thai |
0-10 |
Yes |
| X9 |
No |
Yes |
Yes |
No |
Full |
£ |
Yes |
No |
Burger |
>60 |
No |
| X10 |
Yes |
Yes |
Yes |
Yes |
Full |
£ £ £ |
No |
Yes |
Italian |
10-30 |
No |
| X11 |
No |
No |
No |
No |
None |
£ |
No |
No |
Thai |
0-10 |
No |
| X12 |
Yes |
Yes |
Yes |
Yes |
Full |
£ |
No |
No |
Burger |
30-60 |
Yes |
Different Solutions
- Trivial solution: Construct decision tree that has one path to a leaf for each example
Given the examples o.k., but else bad
- Occam's razor: The most likely hypothesis is the simplest
one that is consistent with all observation.
- Finding smallest decision trees is intractable, hence heuristic decisions: test the most important attribute
first. Most important = makes most difference to the
classification of an example.
Short paths in the trees, small trees
- Compare splitting the examples by testing on attributes (cf. Patrons, Type)
Selecting Best Attributes
Selecting Best Attributes (Cont'd)
Recursive Algorithm
- If there are positive and negative examples, choose "best"
attribute to split (i.e., Patrons in the example above)
- If all remaining examples positive (or all negative), then done
- If no examples left, no information, hence default value
- If no attributes left, but both positive and negative examples,
then problem. Examples have same description but different
classification due to incorrect data (noise), not enough
information, or nondeterministic domain
Then majority vote.
DecTreeLearning ID3
function DecTreeL(ex,attr,default);;; returns decision tree
;;; set of examples, of attributes, default for goal predicate
if ex empty then return default
elseif all ex have same classification then return it
elseif attributes empty then return MajVal(ex)
else ChooseAttribute(attr,ex) -> best1
new decision tree with root test best1 -> tree1
for each value vi of best1 do
{elements of ex with best1=vi} -> exi
DecTreeL(exi,attr,MajVal(ex)) -> subtree1
add branch to tree with label vi |
subtree subtree1
end
return tree
Generated Decision Tree
Discussion of the Result
Comparison of original tree and learned tree:
- Trees differ.
- Learned tree is smaller (no test for raining and reservation, since all examples can be classified without them).
- Detects regularities (waiting for Thai food on weekends).
- Can make mistakes (e.g. case where the wait is <10, but the restaurant is full and not hungry).
- Question: if consistent, but incorrect tree, how correct is the tree?
Assessing the Performance
- Collect a large set of examples.
- Divide it into two disjoint sets: training set and test set.
- Learn algorithm with training set and generate hypothesis H.
- Measure percentage of examples in test set that are correctly classified by H.
- Repeat steps 1 to 4 for different sets.
Assessing the Performance (Cont'd)
Learning curve shows increase of the quality of the prediction, when training set grows.
Applications
- ID3 used to classify boards in a chess endgame. ID3 had to
recognise boards that led to a loss within 3 moves. Classification
of half a million positive situations from 1.4 million different
possible boards. Typical learning curve as result.
- Building up an expert system for designing gas-oil separation
systems for oil platforms.
gasoil
XPS of BP with 2500 rules.
Building by hand: 10 person-years, using decision-tree learning 100
person-days.
- Learning to fly: Flight simulator, generated by watching three
skilled human pilots. 90,000 examples and 20 state variables
labelled by the action taken. Extract decision tree which was
translated into C code. Program could fly better than its teachers.
Finding Best Attributes
In order to build up small decision trees: select best
attributes first (best = most informative)
- measure information in bits
- One bit of information is enough to answer a yes/no question
about which one has no idea (e.g. flip of a fair coin)
- If the possible answers ui have probabilities P(ui), then
I(P(u1),... ,P(un)) = SUMi=1n -P(ui)* ld(P(ui))
- e.g., fair coin: I(½,½) = 1 (1 bit)
- e.g., if we know already the outcome by 99%, the information of
the real outcome has the (expected) information of: I(1/100,99/100)=0.08 bits.
If we know outcome by 100%, no additional information, I=0.
Logarithm
ld(x) (dual logarithm) is defined for every positive real number x such that
2ld(x) = x
Logarithm (Cont'd)
Some values:
| x |
1 |
2 |
4 |
8 |
10 |
16 |
1/2 |
1/4 |
1/8 |
| ld(x) |
0 |
1 |
2 |
3 |
3.32 |
4 |
-1 |
-2 |
-3 |
limx-> 0+ld(x)=-∞ limx-> 0+x*ld(x)=0 Remember: log10x= log102 * ld(x)
Calculations in the Examples
| I(½,½) |
| = |
SUMi=12 -P(ui)* ld(P(ui)) |
| = |
-½*ld(½)-½*ld(½) |
| = |
-½* (-1)-½* (-1) |
| = |
½+½ |
| = |
1 |
with P(ui)=½
Calculations in the Examples (Cont'd)
| I(0/ 100,100/ 100) |
| = |
SUMi=12 -P(ui)* ld(P(ui)) |
| = |
-0/ 100*ld(0/ 100)-100/ 100*ld(100/ 100) |
| *= |
-0* (-∞)-1* 0 |
| *= |
0+0 |
| = |
0 |
with P(u1)=0/ 100 and with P(u2)=100/ 100
(*) Strictly you have to use here
limx-> 0+x*ld (x) = 0.
Calculations in the Examples (Cont'd)
| I(1/ 100,99/ 100) |
| = |
SUMi=12 -P(ui)* ld(P(ui)) |
| = |
-1/ 100*ld(1/ 100)-99/ 100*ld(99/ 100) |
| = |
-1/ 100* (-6.64386)-99/ 100* (-0.0145) |
| = |
0.066439 + 0.014355 |
| = |
0.080794 |
with P(u1)=1/ 100 and with P(u2)=99/ 100 ld(1/ 100) = -6.64386 and ld(99/ 100) = -0.0145
Applied to Attributes
p := number of positive examples
n := number of negative examples Information contained in correct answer:
I(p/ p+n,n/ p+n)= - p/ p+n ld p/ p+n -
n/ p+nldn/ p+n Restaurant example: p=n=6, hence we need 1 bit of information. A
test of one single attribute A will not usually give this, but only
some of it. A divides example set E into subsets
E1,... ,Eu. Each subset Ei has pi positive and ni
negative examples, so we need in this branch an additional
I(pi/ (pi+ni),ni/ (pi+ni)) bits of information,
weighted by (pi+ni)/(p+n) (probability of a random example) HENCE information gain:
Gain(A) = I(p/ p+n,n/ p+n) -
SUMi=1u pi+ni/p+n * I(pi/ pi+ni,ni/ pi+ni)
Heuristics
Choose attribute with largest information gain. In the restaurant example, initially:
| alternative |
bar |
friday |
hungry |
patrons | | -------- |
------------- |
------------- |
| 0.0 |
0.0 |
0.020721 |
0.195709 |
0.540852 |
| price |
rain |
reservation |
type |
estimate | | -------- |
------------- |
------------- |
| 0.195709 |
0.0 |
0.020721 |
0.0 |
0.207519 |
Hence: choose "patrons"
Noise and Overfitting
- Overfitting, problem not to find meaningless regularity in
the data (examples: rolling dice characterised according to
attributes like hour, day, month result in perfect decision tree,
when no two examples have identical description)
- possibility: decision tree pruning by detecting irrelevant
attributes. Irrelevant = no information gain for an infinitely large
sample.
null hypothesis, assumes that there is no underlying
pattern. Only if significant deviation (e.g more than 5%)
attribute considered. - alternative: cross-validation, i.e. take only part of the
data for learning and rest for testing the prediction performance.
Repeat with different subsets and select best tree. (can be combined with pruning)
Reinforcement Learning
Assume the following stochastic environment
Each training sequence has the form:
- (1,1)->(1,2)->(1,3)->(2,3)
->(1,3)->(2,3)->(3,3)->(4,3) reward +1
- (1,1)->(2,1)->(1,1)->(2,1)
->(3,1)->(3,2)->(4,2) reward -1
Rewards
Probability for a transition to a neighbouring state is equal
among all possibilities, i.e.
Assume utility function is additive, i.e.
U([s0,s1,... ,sn]) = reward(s0) + U([s1,... ,sn])
with e.g. pected utility of a state is the
expected reward-to-go of that state.
Utility to be Learned
Can be learned by Least Mean Squares approach, short LMS, (also called
adaptive control theory). It assumes that the observed
reward-to-go on that sequence provides direct evidence of the actual
expected reward-to-go. At end of each sequence: calculate
reward-to-go for each state and update utility
Passive Reinforcement Learning
vars U ;;; table of utility estimates
vars N ;;; table of frequencies for states
vars M ;;; table of transition probabilities from state to state
vars percepts ;;; percept sequence, initially empty
function Passive-RL-Agent(e);;; returns an action
add e to percepts
increment N(State(e))
UPDATE(U,e,percepts,M,N) -> U
if Terminal?(e) then nil -> percepts
return action Observe
function LMS-Update(U,e,percepts,M,N);;; returns updated U
if Terminal?(e) then 0 -> reward-to-go;
for each ei in percepts (starting at end) do
reward-to-go+Reward(ei) -> reward-to-go;
Running-Average(U(State(ei)),reward-to-go,N(state(ei)))
-> U(State(ei));
end
Summary - Decision Tree Learning
- Decision Tree Learning: very efficient way of non-incremental learning
space.
- It adds a subtree to the current tree and continues its search.
- It does not backtrack.
- It is highly dependent upon the criteria for selecting
properties to test.
- It can be extended to allow more than two values as result of the classification
- It can be extended to deal with noise.
Summary - Reinforcement Learning
- Reinforcement Learning: incremental learning approach.
- We could only give a glimpse of reinforcement learning.
- We looked only at the example of a passive agent, which
observes the world. Typically you will have an active agent, which
can make decisions based on its partial knowledge of the world.
- An active agent has to decide whether it should
exploit its current knowledge, or
explore the world.
Further Reading
- S. Russell, P. Norvig. Artificial Intelligence - A
Modern Approach. 2nd Edition, Pearson Education,
2003. Sections 18.3 & 21.2.
- G. Luger, W. Stubblefield. Artificial Intelligence -
Structures and Strategies for Complex Problem Solving. 2nd
Edition, The Benjamin/Cummings Publishing Company, 1993.
- J.R. Quinlan, Induction of Decision Trees. Machine
Learning, 9(1):81-106, 1986.
- J.R. Quinlan, The effect of noise on concept learning. In
Michalski et al., eds., Machine Learning: An Artificial
Intelligence Approach, Vol. 2. Morgan Kaufmann. 1986.
© Manfred Kerber, 2004, Introduction to AI
24.4.2005
The URL of this page is http://www.cs.bham.ac.uk/~mmk/Teaching/AI/Teaching/AI/l3.html.
URL of module http://www.cs.bham.ac.uk/~mmk/Teaching/AI/
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