ML Unit-Iv

Download as pdf or txt
Download as pdf or txt
You are on page 1of 136

Unit-IV

Genetic Algorithms, Learning Sets of Rules,


Reinforcement Learning
• Genetic Algorithms • Reinforcement Learning
• Motivation • Introduction
• Genetic Algorithms
• The Learning Task
• An Illustrative Example
• Hypothesis Space Search • Q Learning
• Genetic Programming • Non Deterministic Rewards and Actions
• Models of Evolution and Learning • Temporal Difference Learning
• Parallelizing Genetic Algorithms • Generalizing from Examples
• Learning Sets of Rules • Relationship to Dynamic Programming
• Introduction
• Sequential Covering Algorithms
• Learning Rules Sets: Summary
• Learning First-Order Rules
• Learning Sets of First Order Rules: FOIL
• Induction as Inverted Deduction
• Inverting Resolution
Genetic Algorithms-Motivation
• Genetic algorithms (GAs) provide a learning method motivated by an
analogy to biological evolution.
• GAs generate successor hypotheses by repeatedly mutating and
recombining parts of the best currently known hypotheses.
• At each step a collection of hypotheses called the current population
is updated by replacing some fraction of the population by offspring
of the most fit current hypotheses.
• The process forms a generate-and-test beam-search of hypotheses, in
which variants of the best current hypotheses are most likely to be
considered next.
Genetic Algorithms-Motivation
• The popularity of GAs is motivated by a number of factors including:
• Evolution is known to be a successful, robust method for adaptation within
biological systems.
• GAs can search spaces of hypotheses containing complex interacting parts,
where the impact of each part on overall hypothesis fitness may be difficult to
model.
• Genetic algorithms are easily parallelized and can take advantage of the
decreasing costs of powerful computer hardware.
Genetic Algorithms
• Representing Hypotheses
• Genetic Operators
• Fitness Function and Selection
Genetic Algorithms
• In GAs the "best hypothesis" is defined as the one that optimizes a
predefined numerical measure for the problem at hand, called the
hypothesis fitness.
• If the learning task is the problem of approximating an unknown
function given training examples of its input and output, then fitness
could be defined as the accuracy of the hypothesis over this training
data.
• If the task is to learn a strategy for playing chess, fitness could be
defined as the number of games won by the individual when playing
against other individuals in the current population.
Genetic Algorithms
• The Genetic Algorithms share the following structure:
• The algorithm operates by iteratively updating a pool of hypotheses, called
the population.
• In each iteration, all members of the population are evaluated according to
the fitness function.
• A new population is then generated by probabilistically selecting the most fit
individuals from the current population.
• Some of these selected individuals are carried forward into the next
generation population intact.
• Others are used as the basis for creating new offspring individuals by applying
genetic operations such as crossover and mutation.
Genetic Algorithms
Representing Hypotheses
• Hypotheses in GAS are often represented by bit strings, so that they
can be easily manipulated by genetic operators such as mutation and
crossover.
• Let us look at an example:
Representing Hypotheses
• While designing a bit string encoding for some hypotheses space, it is
useful to make sure that every syntactically legal bit string represents
a well defined hypothesis.
• According to the given rules in the previous example the bit string 111
10 11 does not represent a legal hypothesis.(11 is does not represent
any target value).
• It will be good if we use one bit for playtennis in the previous
example.
• We must take care that every bit string must be syntactically legal.
Genetic Operators
• Two most common operators used in Genetic Algorithms are:
• crossover
• mutation
• Crossover operator: It produces two new offspring from two parents by
copying selected bits from each parent.
• The choice of which parent contributes the bit for position i is determined
by an additional string called the crossover mask.
• Mutation operator: This operator produces small random changes to the
bit string by choosing a single bit at random then changing its value.
Genetic Operators
Fitness Function and Selection
• The fitness function defines the criterion for ranking potential hypotheses
and for probabilistically selecting them for inclusion in the next generation
population.
• If the task is to learn classification rules, then the fitness function typically
has a component that scores the classification accuracy of the rule over a
set of provided training examples.
• When the bit string hypothesis is interpreted as a complex procedure the
fitness function may measure the overall performance of the resulting
procedure rather than performance of individual rules.
• The method used in the previous algorithm is sometimes called fitness
proportionate selection, or roulette wheel selection.
Fitness Function and Selection
• There are other methods like:
• Tournament selection
• Rank selection
• In tournament selection two hypotheses are first selected at random
from the current population. With a probability of p the more fit of
these two is selected and with a probability of (1-p) the less fit
hypothesis is selected.
• In rank selection, the hypotheses in the current population are first
sorted by fitness. The probability that a hypothesis will be selected is
then proportional to its rank in this sorted list, rather than its fitness.
An Illustrative Example
• A genetic algorithm can be viewed as a general optimization method that
searches a large space of candidate objects seeking one that performs best
according to the fitness function.
• GAs succeed in finding an object with high fitness.
• In machine learning, Gas have been applied both to function-approximation
problems and to tasks such as choosing the network topology for artificial
neural network learning systems.
• Let us look at an example system GABIL for concept learning described by
Dejong.
An Illustrative Example
• The algorithm used is same as the one described earlier.
• The parameter r is set to .6 and m is set to .001. The population p
varies from 100 to 1000.
• Representation:
• Let us consider a hypothesis space in which rule preconditions are
conjunctions of constraints over two Boolean attributes, a1 and a2.
• The rule post-condition is described by a single bit that indicates the
predicted value of the target attribute c.
• The hypothesis consisting of the two rules:
• IF a1=Tᴧa2=F then c=T ; IF a2=T then c=F
• The representation of the above in bit string is:
An Illustrative Example
• Genetic Operators:
• The mutation operator chooses a random bit and replaces it by its
compliment.
• The crossover operator is an extension to the two point crossover operator
described earlier.
• To perform a crossover operation on two parents, two crossover points are
first chosen at random in the first parent string.
• Let d1 (d2) denote the distance from the leftmost (rightmost) of these two
crossover points to the rule boundary immediately to its left.
• The crossover points in the second parent are now randomly chosen, subject
to the constraint that they must have the same d1 and d2 value.
An Illustrative Example
• For example, if the two parent strings are:
An Illustrative Example
• The resulting two offspring will be:

• Fitness Function:
• The fitness of each hypothesized rule set is based on its classification accuracy
over the training data. In particular, the function used to measure fitness is:
Extensions
• There are two other operators that can be used:
• AddAlternative:
• This is a constraint on a specific attribute which changes a 0 to 1.
• DropCondition:
• It replaces all bits of a particular attribute by 1.
Hypothesis Space Search
• GAs employ a randomized beam search method to seek a maximally
fit hypothesis.
• Let us compare hypothesis space search of Gas with the gradient
descent of backpropogation to understand the difference in the
learning algorithms.
• Gradient descent moves smoothly from one hypothesis to a new
hypothesis that is very similar.
• GA search moves abruptly replacing a parent hypothesis by an
offspring that may be radically different from the parent.
• GA search is less likely to fall into the same kind of local minima as
gradient descent.
Hypothesis Space Search
• One practical difficulty in some GA applications is the problem of
crowding.
• Crowding is a phenomenon in which some individual that is more highly
fit than others in the population quickly reproduces.
• The negative impact of crowding is that it reduces the diversity of the
population, thereby slowing further progress by the GA.
• The following strategies can be used to overcome crowding:
• Alter the selection function, using criteria such as tournament selection or rank
selection.
• Another strategy is "fitness sharing," in which the measured fitness of an
individual is reduced by the presence of other, similar individuals in the
population.
• A third approach is to restrict the kinds of individuals allowed to recombine to
form offspring.
Population Evolution and the Schema
Theorem
• An interesting question is whether we can mathematically
characterize the evolution over time of the population within a GA.
• The schema theorem which is based on the concept of schemas that
describe sets of bit strings is one such characterization.
• A schema is any string composed of 0s,1s and *s, where * is
interpreted as don’t care.
• The schema theorem characterizes the evolution of the population
within a GA in terms of the number of instances representing each
schema.
Population Evolution and the Schema
Theorem
• Let m(s,t) denote the number of instances of schema s in the
population at time t.
• The schema theorem describes the expected value of m(s,t+1) in
terms of m(s,t) and other properties of the schema, population, and
GA algorithm parameters.
• The evolution of the population in the GA depends on the selection
step, the crossover step, and the mutation step.
• Let us start by considering just the effect of the selection step.
Population Evolution and the Schema
Theorem
• Let f (h) denote the fitness of the individual bit string h.
• denote the average fitness of all individuals in the population at
time t.
• Let n be the total number of individuals in the population.
• Let h ϵ s∩pt indicate that the individual h is both a representative of
schema s and a member of the population at time t.
• Let denote the average fitness of instances of schema s in the
population at time t.
Population Evolution and the Schema
Theorem
• We are interested in calculating the expected value of m(s, t + l),
which we denote E[m(s, t + I)].
• The probability distribution for selection as discussed already is:

• If we select one member for the new population according to this


probability distribution, then the probability that we will select a
representative of schema s is:
Population Evolution and the Schema
Theorem
• As we know:

Pr(hϵs)
• The above equation gives the probability that a single hypothesis
selected by the GA will be an instance of schema s.
• The expected number of instances of s resulting from the n independent
selection steps that create the entire new generation is just n times this
probability.
Population Evolution and the Schema
Theorem
• While the above analysis considered only the selection step of the GA,
the crossover and mutation steps must be considered as well.
• The full schema theorem thus provides a lower bound on the expected
frequency of schema s, as follows:

• pc is the probability that the single-point crossover operator will be


applied to an arbitrary individual.
• pm is the probability that an arbitrary bit of an arbitrary individual will
be mutated by the mutation operator.
• o(s) is the number I of defined bits in schema s, d(s) is the distance
between the leftmost and rightmost defined bits in s and l is the length
of the individual bit strings in the population.
Genetic Programming
• Representing Programs
• Illustrative Example
• Remarks on Genetic Programming
Representing Programs
• Programs manipulated by a GP are typically represented by trees
corresponding to the parse tree of the program.
• Each function call is represented by a node in the tree, and the
arguments to the function are given by its descendant nodes.
Representing Programs
• The prototypical genetic programming algorithm maintains a
population of individuals.
• On each iteration, it produces a new generation of individuals using
selection, crossover, and mutation.
• The fitness of a given individual program in the population is typically
determined by executing the program on a set of training data.
Representing Programs
• Crossover operations are performed by replacing a randomly chosen
subtree of one parent program by a subtree from the other parent
program.
Illustrative Example-Koza
• The task is to develop a general algorithm for stacking the blocks into
a single stack that spells the word "universal,” independent of the
initial configuration of blocks in the world.

• The actions available for manipulating blocks allow moving only a


single block at a time.
Illustrative Example-Koza
• Here the primitive functions used to compose programs for this task
include the following three terminal arguments:
• CS (current stack), which refers to the name of the top block on the stack, or F
if there is no current stack.
• TB (top correct block), which refers to the name of the topmost block on the
stack, such that it and those blocks beneath it are in the correct order.
• NN (next necessary), which refers to the name of the next block needed
above TB in the stack, in order to spell the word "universal," or F if no more
blocks are needed.
Illustrative Example-Koza
• In addition to these terminal arguments, the program language in this
application included the following primitive functions:
• (MS x) (move to stack), if block x is on the table, this operator moves x to the
top of the stack and returns the value T. Otherwise, it does nothing and
returns the value F.
• (MT x) (move to table), if block x is somewhere in the stack, this moves the
block at the top of the stack to the table and returns the value T. Otherwise, it
returns the value F.
• (EQ x y) (equal), which returns T if x equals y, and returns F otherwise.
• (NOT x), which returns T if x = F, and returns F if x = T.
• (DU x y) (do until), which executes the expression x repeatedly until
expression y returns the value T.
Illustrative Example-Koza
• The algorithm was provided a set of 166 training example problems
representing a broad variety of initial block configurations, including
problems of differing degrees of difficulty.
• The fitness of any given program was taken to be the number of these
examples solved by the algorithm.
• The population was initialized to a set of 300 random programs.
• After 10 generations, the system discovered the following program,
which solves all 166 problems.
Remarks on Genetic Programming
• Genetic programming extends genetic algorithms to the evolution of
complete computer programs.
• Despite the huge size of the hypothesis space it must search, genetic
programming has been demonstrated to produce good results in a
number of applications.
• In most cases, the performance of genetic programming depends
crucially on the choice of representation and on the choice of fitness
function.
• For this reason, an active area of current research is aimed at the
automatic discovery and incorporation of subroutines that improve
on the original set of primitive functions.
• This allows the system to dynamically alter the primitives from which
it constructs individuals
Models of Evolution and Learning
• A very important question is “What is the relationship between
learning during the lifetime of a single individual, and the longer time
frame species-level learning afforded by evolution?”
• Here we discuss two types of evolutions:
• Lamarckian Evolution
• Baldwin Effect
Lamarckian Evolution
• Lamarck proposed that evolution over many generations was directly
influenced by the experiences of individual organisms during their
lifetime.
• He proposed that experiences of a single organism directly affected
the genetic makeup of their offspring:
• If an individual learned during its lifetime to avoid some toxic food, it could
pass this trait on genetically to its offspring, which therefore would not need
to learn the trait.
• This would allow for more efficient evolutionary progress than a
generate-and-test process. The current scientific evidence
overwhelmingly contradicts Lamarck's model.
• Recent computer studies have shown that Lamarckian processes can
sometimes improve the effectiveness of computerized genetic
algorithms
Baldwin Effect
• Lamarckian evolution is not an accepted model of biological
evolution.
• Other mechanisms have been suggested by which individual learning
can alter the course of evolution.
• One such mechanism is called the Baldwin effect, after J. M. Baldwin
who first suggested the idea.
Baldwin Effect
• The Baldwin effect is based on the following observations. The first
observation is:
• If a species is evolving in a changing environment, there will be evolutionary
pressure to favor individuals with the capability to learn during their lifetime.
• For example, if a new predator appears in the environment, then individuals capable of
learning to avoid the predator will be more successful than individuals who cannot learn.
• In effect, the ability to learn allows an individual to perform a small local
search during its lifetime to maximize its fitness.
• In contrast, non-learning individuals whose fitness is fully determined by their
genetic makeup will operate at a relative disadvantage.
Baldwin Effect
• The second observation is:
• Those individuals who are able to learn many traits will rely less strongly on
their genetic code to "hard-wire" traits.
• Those who are able to learn can support a more diverse gene pool, relying on
individual learning to overcome the "missing" or "not quite optimized" traits
in the genetic code.
• A more diverse gene pool can, in turn, support more rapid evolutionary
adaptation.
• The ability of individuals to learn can have an indirect accelerating effect on
the rate of evolutionary adaptation for the entire population.
Baldwin Effect
• The Baldwin effect provides an indirect mechanism for individual
learning to positively impact the rate of evolutionary progress.
• By increasing survivability and genetic diversity of the species,
individual learning supports more rapid evolutionary progress.
• Survivability increases the chance that the species will evolve genetic,
non-learned traits that better fit the new environment.
Parallelizing Genetic Algorithms
• GAs are naturally suited to parallel implementation, and a number of
approaches to parallelization have been explored.
• Here we shall discuss about two approaches:
• Coarse grain
• Fine grain
Coarse Grain
• Coarse grain approaches to parallelization subdivide the population
into somewhat distinct groups of individuals, called demes.
• Each deme is assigned to a different computational node, and a
standard GA search is performed at each node.
• Communication and cross-fertilization between demes occurs on a
less frequent basis than within demes.
• Transfer between demes occurs by a migration process, in which
individuals from one deme are copied or transferred to other demes.
• One benefit of such approaches is that it reduces the crowding
problem often encountered in nonparallel GAs.
• Examples of coarse-grained parallel GAS are described by Tanese
(1989) and by Cohoon (1987).
Fine Grain
• Fine-grained implementations assign one processor per individual in
the population. Recombination then takes place among neighboring
individuals.
• Several different types of neighborhoods have been proposed,
ranging from planar grid to torus.
• Examples of such systems are described by Spiessens and Manderick
(1991).
Learning Sets of Rules
• One of the most expressive and human readable representations for
learned hypotheses is sets of if-then rules.
• We already discussed about a few ways in which sets of rules can be
learnt:
• First learn a decision tree, then translate the tree into an equivalent set of
rules, one rule for each node in the tree.
• Use a genetic algorithm that encodes each rule set as a bit string and uses
genetic search operators to explore this hypothesis space.
Learning Sets of Rules
• Here we explore a variety of algorithms that directly learn rule sets and
differ from the algorithms we already learnt in two key aspects:
• They are designed to learn sets of first-order rules that contain variables.
• They use sequential covering algorithms that learn one rule at a time to
incrementally grow the final set of rules.
• Let us look at an example to describe the target concept Ancestor.

• Here we discuss about learning algorithms capable of learning such rules


given appropriate sets of training examples.
Learning Sets of Rules
• Here we start with algorithms to learn disjunctive sets of rules.
• We later extend these algorithms to learn first-order rules.
• We then discuss general approaches to inductive logic programming.
• Later we explore the relation between inductive and deductive
inference.
Sequential Covering Algorithms
• General to Specific Beam Search
• Variations
Sequential Covering Algorithms
• A family of algorithms for learning rule sets based on the strategy of
learning one rule, removing the data it covers, then iterating this
process are called sequential covering algorithms.
• The sequential covering algorithm reduces the problem of learning a
disjunctive set of rules to a sequence of simpler problems, each
requiring that a single conjunctive rule be learned.
• It performs a greedy search, formulating a sequence of rules without
backtracking.
• It is not guaranteed to find the smallest or best set of rules that cover
the training examples.
Sequential Covering Algorithms
General to Specific Beam Search
One effective approach to implementing Learn-One-Rule to organize the hypothesis
space search in the same general fashion as the ID3 algorithm, but to follow only the
most promising branch in the tree at each step.
General to Specific Beam Search
General to Specific Beam Search
• Let us analyze the Learn-One-Rule algorithm:
• Each hypothesis considered in the main loop of the algorithm is a conjunction of
attribute-value constraints.
• Each of these conjunctive hypotheses corresponds to a candidate set of
preconditions for the rule to be learned and is evaluated by the entropy of the
examples it covers.
• The search considers increasingly specific candidate hypotheses until it reaches a
maximally specific hypothesis that contains all available attributes.
• The rule that is output by the algorithm is the rule encountered during the search
whose PERFORMANCE is greatest, not necessarily the final hypothesis generated in
the search.
• The algorithm constructs the rule post-condition to predict the value of the target
attribute that is most common among the examples covered by the rule
precondition.
Variations
• The Sequential-Covering algorithm, together with the Learn-One-Rule
algorithm, learns a set of if-then rules that covers the training
examples.
• One variation on this approach is to have the program learn only rules
that cover positive examples and to include a default that assigns a
negative classification to instances not covered by any rule.
• In order to learn such rules that predict just a single target value, the
Learn-One-Rule algorithm can be modified to accept an additional
input argument specifying the target value of interest.
Variations
• Another variation is provided by a family of algorithms called AQ.
• AQ seeks rules that cover a particular target value learning a
disjunctive set of rules for each target value in turn.
• AQ algorithm while conducting a general to specific beam search for
each rule uses a single positive example to focus this search.
• It considers only those attributes satisfied by the positive example as
it searches for progressively more specific hypotheses.
Learning Rule Sets: Summary
• Sequential covering(CN2) algorithms learn one rule at a time,
removing the covered examples and repeating the process on the
remaining examples.
• Decision tree algorithms such as ID3 learn the entire set of disjuncts
simultaneously as part of the single search for an acceptable decision
tree. These type of algorithms are called as simultaneous covering
algorithms.
• At each search step ID3 chooses among alternative attributes by
comparing the partitions of the data they generate.
• CN2 chooses among alternative attribute-value pairs, by comparing
the subsets of data they cover.
Learning Rule Sets: Summary
• To learn a set of n rules, each containing k attribute-value tests in their
preconditions sequential covering algorithms will perform n*k primitive
search steps.
• Simultaneous covering algorithms will make many fewer independent
choices.
• Sequential covering algorithms such as CN2 make a larger number of
independent choices than simultaneous covering algorithms such as ID3.
• The answer to the question “which should we prefer?” depends on the size
of the data.
• If the data is larger prefer sequential covering.
Learning Rule Sets: Summary
• A second dimension along which approaches vary is the direction of
search in the Learn-One-Rule, whether it is general to specific or
specific to general.
• A third dimension is whether the Learn-One-Rule search is generate
and test or example-driven.
• A fourth dimension is whether and how rules are post-pruned.
Learning Rule Sets: Summary
• A final dimension is the particular definition of rule performance used to
guide the search in Learn-One-Rule. Various evaluation functions have been
used:
• Relative Frequency: Let n denote the number of examples the rule matches
and let nc denote the number of these that it classifies correctly. The
relative frequency estimate of rule performance is: nc/n
• m-estimate of accuracy: Let p be the prior probability that a randomly
drawn example from the entire data set will have the classification assigned
by the rule. Let m be the weight then the m-estimate of rule accuracy is:
nc+mp/n+m
• Entropy:
Learning First-Order Rules
• Here we consider learning rules that contain variables in particular,
learning first-order Horn theories.
• Inductive learning of first-order rules or theories is referred to as
inductive logic programming, because this process can be viewed as
automatically inferring PROLOG programs from examples.
• PROLOG is a general purpose, Turing-equivalent programming
language in which programs are expressed as collections of Horn
clauses.
First-Order Horn Clauses
• Let us look at an example:

• This is a training example for the target concept Daughter1,2.


• If this type of examples are provided to a propositional rule learner
like CN2 or ID3 the result would be:

• The problem with propositional representation is that they do not


offer any general way to describe the essential relations among the
values of the attributes.
First-Order Horn Clauses
• A program using first-order representation could learn the following
general rule:

where x and y are variables that can be bound to any person.


• First-order Horn clauses may also refer to variables in the precondition
that do not occur in the post-conditions.

• When variables occur only in the precondition then they are assumed
to be existentially qualified.
Terminology
• In first order logic all expressions are composed of constants (Ravi,
Raja), variables (x,y), predicate symbols (Married, Greater-Than), and
functions (age).
• The difference between predicates and functions is that predicates
take on values True or False where s function take on any values.
Terminology
Learning Sets of First Order Rules: FOIL
Learning Sets of First Order Rules: FOIL
• The most important differences between FOIL and our earlier
sequential covering and learn-one-rule are as follows:
• In its general-to-specific search to learn each new rule, FOIL employs different
detailed steps to generate candidate specializations of the rule. This
difference follows from the need to accommodate variables in the rule
preconditions.
• FOIL employs a PERFORMANCE measure, Foil_Gain, that differs from the
entropy measure shown for LEARN-ONE-RULE. This difference follows from
the need to distinguish between different bindings of the rule variables and
from the fact that FOIL seeks only rules that cover positive examples.
Generating Candidate Specializations in FOIL
• Let us assume the current rule being considered is:
P(x1,x2,……xk)🡨 L1,L2…….Ln
Where L1,L2…….Ln are literals forming the current rule preconditions
and where P(x1,x2…..xk) is the literal that forms the rule head, or post
conditions.
Generating Candidate Specializations in FOIL
• FOIL generates candidate specializations of this rule by considering
new literals Ln+1 that fit one of the following forms:
• Q(v1, . . . , vn), where Q is any predicate name occurring in Predicates and
where the vi are either new variables or variables already present in the rule.
At least one of the vi in the created literal must already exist as a variable in
the rule.
• Equal(xj, xk), where xj and xk are variables already present in the rule.
• The negation of either of the above forms of literals.
Generating Candidate Specializations in FOIL
• Let us look at an example to predict the target literal GrandDaughter(x,y)
where the other predicates used to describe examples are Father and
Female.
• The general-to-specific search in FOIL begins with the most general rule:
GrandDaughter(x,y)🡨
• Equal ( x , y ) , Female(x), Female(y), Father(x, y), Father(y, x), Father(x, z),
Father(z, x), Father(y, z), Father(z, y), and the negations of each of these
literals (e.g., -Equal(x, y)) are generated literals as candidate additions to
the rule precondition.
Generating Candidate Specializations in FOIL
• Now suppose that among the above literals FOIL greedily selects
Father( y , z) as the most promising, leading to the more specific rule
GrandDaughter(x, y)🡨 Father(y, z)
• A new variable z is added here which is to be considered while
selecting the next literal.
• The final rule will be:
GrandDaughter(x, y)🡨 Father(y, z)ᴧFather(z,x)ᴧFemale(y)
Guiding the Search in FOIL
• To select the most promising literal from the candidates generated at each
step, FOIL considers the performance of the rule over the training data.
• Let us look at the same example of GrandDaughter(x,y). Here P(x,y) can be
read as “The P of x is y”.

• Those not listed above are assumed to be


false(!GrandDaughter(Tom,Bob))
Guiding the Search in FOIL
• Let us look at the initial step when the rule is:
GrandDaughter(x,y)🡨
• The rule variables x and y are not constrained by any preconditions and
may therefore bind in any combination to the four constants Victor,
Sharon, Bob, and Tom.
• There are 16 possible variable bindings for this initial rule.
• The binding {xlvictor, ylSharon} corresponds to a positive example
binding, because the training data includes the assertion
GrandDaughter(Victor, Sharon).
Guiding the Search in FOIL
• If a literal is added that introduces a new variable, then the bindings
for the rule will grow in length (e.g., if Father(y, z) is added to the
above rule, then the original binding {xlvictor, y/Sharon) will become
the more lengthy {xlvictor, ylSharon, z/Bob}.
• The evaluation function used by FOIL to estimate the utility of adding
a new literal is based on the numbers of positive and negative
bindings covered before and after adding the new literal.
Guiding the Search in FOIL
• Let R' be the rule created by adding literal L to rule R. The value Foil_Gain(L, R)
of adding L to R is defined as:

• P0 is the number of positive bindings to rule R


• n0 is the number of negative bindings to rule R
• P1 is the number of positive bindings to rule R’
• n1 is the number of negative bindings to rule R’
• t is the number of positive bindings of rule R that are still covered after adding
literal L to R.
Learning Recursive Rule Sets
• Recursive rules are rules that use the same predicate in the body and
the head of the rule.
• Example:

• The second rule is among the rules that are potentially within reach
of FOIL'S search, provided Ancestor is included in the list Predicates
that determines which predicates may be considered when
generating new literals.
• Whether this particular rule would be learned or not depends on
whether these particular literals outscore competing candidates
during FOIL'S greedy search for increasingly specific rules.
Summary of FOIL
• To learn each rule FOIL performs a general-to-specific search, at each step
adding a single new literal to the rule preconditions.
• The new literal may refer to variables already mentioned in the rule
preconditions or post-conditions, and may introduce new variables as well.
• At each step, it uses the Foil_Gain function to select among the candidate
new literals.
• In the case of noise-free training data, FOIL may continue adding new
literals to the rule until it covers no negative examples.
• FOIL post-prunes each rule it learns, using the same rule post-pruning
strategy used for decision trees
Induction as Inverted Deduction
• Another approach to inductive logic programming is based on the
simple observation that induction is just the inverse of deduction.
• Learning can be described as:

• Where B is the background knowledge and X˫Y can be read as “Y


follows deductively from X”.
Induction as Inverted Deduction

• The process of augmenting the set of predicates based on background


knowledge is referred to as constructive induction.
Induction as Inverted Deduction
• Now we shall explore the view of induction as inverse of deduction.
• Here we will be interested in designing inverse entailment operators.
• An inverse entailment operator, O(B, D) takes the training data D =
{(xi,f (xi ) ) } and background knowledge B as input and produces as
output a hypothesis h satisfying the Equation:

• One common heuristic in ILP (Inductive Logic Programming) for


choosing among such hypotheses is to rely on the heuristic known as
the Minimum Description Length principle.
Induction as Inverted Deduction
• There are some interesting features in formulating a learning task for
the above equation:
• This formulation is different from the common definition of learning as
finding some general concept that matches a given set of training examples.
• By incorporating the notion of background information B, this formulation
allows a more rich definition of when a hypothesis may be said to "fit“ the
data.
• The inverse resolution procedure described in the following section uses
background knowledge to search for the appropriate hypothesis.
Induction as Inverted Deduction
• Let us look at a few practical difficulties in finding the hypothesis:
• The requirement in the previous equation does not naturally accommodate
noisy training data.
• The language of first order logic is so expressive and the number of
hypotheses that satisfy the given equation is so large that the search through
the space of hypotheses is intractable in general case.
• Despite our intuition that background knowledge B should help constrain the
search for a hypothesis, in most ILP systems the complexity of the hypothesis
space search increases as background knowledge B is increased.
Inverting Resolution- A Inverse Entailment
Operator
• A general method for automated deduction is the resolution rule
introduced by Robinson.
• Let us try to understand resolution rule:

• The resolution rule is a sound and complete rule for deductive


inference in first-order logic.
• Now we look at the possibility whether we can invert the resolution
rule to form an inverse entailment operator.
Inverting Resolution
• The general form of the propositional resolution operator is as
follows:

• Given two clauses C1 and C2, the resolution operator first identifies a
literal L that occurs as a positive literal in one of these two clauses
and as a negative literal in the other.
• It then draws the conclusion given by the above formula.
Inverting Resolution
First Order Resolution

First Order Resolution

First Order Resolution
• The resolution rule then constructs the resolvent C according to the
equation:

• The general statement of the resolution rule is as follows:


First Order Resolution

Inverting Resolution: First Order Case

Inverting Resolution: First Order Case

Inverting Resolution: First Order Case

Inverting Resolution: First Order Case
Summary of Inverse Resolution
• Inverse resolution provides a general approach to automatically
generating hypotheses h that satisfy the constraint (B ᴧ h ᴧ xi) ˫ f (xi).
• Beginning with the resolution rule and solving for the clause C2, the
inverse resolution rule is easily derived.
• The inverse resolution rule has the advantage that it generates only
hypotheses that satisfy (B ᴧ h ᴧ xi) ˫ f (xi).
• The generate-and-test search of FOIL generates many hypotheses at
each search step, including some that do not satisfy this constraint.
• One disadvantage is that the inverse resolution operator can consider
only a small fraction of the available data when generating its
hypothesis at any given step, whereas FOIL considers all available data
to select among its syntactically generated hypotheses.

• Entailment: Consider two clauses Cj and Ck. Clause Cj is said to entail
clause Ck (written Cj ˫ Ck) if and only if Ck follows deductively from Cj.
PROGOL
• An alternative approach to inverse resolution is to use inverse
entailment to generate just the single most specific hypothesis that
along with the background information fits the data.
• The most specific hypothesis can then be used to bound a
general-to-specific search through the hypothesis space similar to
that used by FOIL.
• There is an additional constraint that the only hypotheses considered
are hypotheses more general than this bound.
PROGOL
• The specified approach is employed by PROGOL system, whose
algorithm is summarized as follows:
• The user specifies a restricted language of first-order expressions to be used as
the hypothesis space H.
• Restrictions are stated using "mode declarations,” which enable the user to
specify the predicate and function symbols to be considered, and the types and
formats of arguments for each.
• PROGOL uses a sequential covering algorithm to learn a set of expressions from
H that cover the data.
• PROGOL then performs a general-to-specific search of the hypothesis space
bounded by the most general possible hypothesis and by the specific bound hi
calculated in the previous step.
• Within this set of hypotheses, it seeks the hypothesis having minimum
description length.
Reinforcement Learning
• Consider building a learning robot. The robot, or agent, has a set of
sensors to observe the state of its environment, and a set of actions it
can perform to alter this state.
• Sensors can be camera, sonars and actions can be move forward or
move backward.
• The goals of the agent can be defined by a reward function that
assigns a numerical value-an immediate payoff-to each distinct action
the agent may take from each distinct state.
• The problem of learning a control policy to maximize cumulative
reward is very general and covers many problems beyond robot
learning tasks.
Reinforcement Learning
Reinforcement Learning

Reinforcement Learning
• Exploration.
• In reinforcement learning, the agent influences the distribution of training
examples by the action sequence it chooses.
• This raises the question of which experimentation strategy produces most
effective learning.
• The learner faces a tradeoff in choosing whether to favor exploration of
unknown states and actions, or exploitation of states and actions that it has
already learned will yield high reward.
• Partially observable states. Although it is convenient to assume that the
agent's sensors can perceive the entire state of the environment at each time
step, in many practical situations sensors provide only partial information.
Reinforcement Learning
• Life-long learning. Unlike isolated function approximation tasks, robot
learning often requires that the robot learn several related tasks within the
same environment, using the same sensors.
The Learning Task
• Here we formulate the problem of learning sequential control
strategies more accurately.
• We define one general formulation of the problem based on Markov
decision processes.
• In a Markov decision process (MDP) the agent can perceive a set S of
distinct states of its environment and has a set A of actions that it can
perform.
• At each discrete time step t, the agent senses the current state st,
chooses a current action at, and performs it.
The Learning Task
• The environment responds by giving the agent a reward rt=r (st , at)
and by producing the succeeding state st+1 = δ(st , at).
• Here the functions δ and r are part of the environment and are not
necessarily known to the agent.
• In an MDP, the functions δ(st, at) and r(st, at) depend only on the
current state and action, and not on earlier states or actions.
• First let us consider δ and r to be deterministic.
The Learning Task

The Learning Task

The Learning Task

The Learning Task • Each arrow in the diagram represents a
possible action the agent can take to
move from one state to another.
• The number associated with each
arrow represents the immediate
reward r(s, a) the agent receives if it
executes the corresponding
state-action transition.
• G is the goal state and is also called an
absorbing state.
• In this case we choose γ=.9
• The discounted reward from the
bottom state of the diagram for V* is
given below
Q Learning

Q Learning
• We can use V* in certain settings to choose among actions also.
• The optimal action in state s is the action a that maximizes the sum of
immediate reward r(s,a) plus the value V* of the immediate
successor state discounted by γ.

• The agent can acquire the optimal policy by learning V* provided it


has knowledge of immediate reward r and the state transition
function δ.
• In many practical problems it is impossible to predict the exact
outcome of an arbitrary action to an arbitrary state.
The Q Function

The Q Function
• The agent needs to consider each available action a in its current
state s and choose the action that maximizes Q(s,a).
• The agent can choose globally optimal action sequences by reacting
repeatedly to the local values of Q for the current state.
• The function Q for the current state and action summarizes in a single
number all the information needed to determine the discounted
cumulative reward that will be gained in the future if action a is
selected in state s. (Example)
An Algorithm for Learning Q
• The relationship between Q and V* is

• The equation of Q(s,a) can be rewritten as :

• The above recursive definition of Q provides the basis for algorithms


that iteratively approximate Q.
• We use the symbol to refer to the learner’s estimate or hypothesis
of the actual Q function.
• The learner represents its hypothesis by a large table with a separate
entry for each state-action pair.
An Algorithm for Learning Q
• The table entry for the pair <s,a> stores the value for the
learners current hypothesis about the actual but unknown value of
Q(s,a).
• The table is initialized to any random value(zero).
• The agent chooses a state s executes an action a and observes the
reward r=r(s,a) and the new state s’=δ(s,a).
• The entry for is updated.
An Algorithm for Learning Q
An Illustrative Example
An Illustrative Example
• Let us apply this algorithm to the previous grid world problem.
• Since the world consists of absorbing goal state we assume that
training consists of a series of episodes.
• In each episode a random state is chosen and allowed to execute
actions until it reaches the absorbing goal state.
• The table entry happens when the goal state is reached with a
non-zero reward.
• Slowly in a step-by-step manner the entire table is filled.
An Illustrative Example
An Illustrative Example
• Let us consider two general properties of Q Learning algorithm that hold
for any deterministic MDP in which the rewards are non-negative,
assuming we initialize all values to zero.
• The first property is that under these conditions the value never
decreases during training.

• The second property is that throughout the training process every value
will remain in the interval between 0 and its true Q value.
Convergence
• The question to be answered is “will the algorithm discussed converge
toward a equal to the true Q function?”
• The answer is yes in certain conditions:
• We assume the system is a deterministic MDP.
• We assume the immediate reward values are bounded.
• We assume the agent selects actions in such a fashion that it visits every possible
state-action pair infinitely often.
• The key idea underlying the proof of convergence is that the table entry
(s,a) with the largest error must have its error reduced by a factor of γ
whenever it is updated.
Convergence
Convergence
Experimentation Strategies
• Q learning uses a probabilistic approach to select actions.
• Actions with higher values are assigned higher probabilities, but
every action is assigned a nonzero probability.
• One way to assign such probabilities:

• P(ai/s) is the probability of selecting action ai, given that the agent is
in state s.
• K>0 is a constant that determines how strongly the selection favors
actions with high value. (exploit and explore)
Updating Sequences
• Q learning can learn the Q function while training from actions chosen
completely at random at each step as long as the resulting training
sequence visits every state-action infinitely often.
• We run repeated identical episodes to fill the table backwards from
the goal state at the rate of one new state-action transition per
episode.
• Now consider training on these same state-action transitions, but in
reverse chronological order for each episode.
• This training process will clearly converge in fewer iterations, although
it requires that the agent use more memory to store the entire episode
before beginning the training for that episode.
Updating Sequences
• A second strategy for improving the rate of convergence is to store past
state-action transitions, along with the immediate reward that was
received, and retrain on them periodically.
• Throughout the above discussion we have kept our assumption that the
agent does not know the state-transition function δ(s, a) used by the
environment to create the successor state s' = δ (s, a), or the function
r(s, a) used to generate rewards.
• If the two functions are known in advance , then many more efficient
methods are possible.
• A large number of efficient algorithms from the field of dynamic
programming can be applied when the functions δ and r are known.
Nondeterministic Rewards and Actions

Nondeterministic Rewards and Actions

Nondeterministic Rewards and Actions
• Now the training rule for the nondeterministic environment is:
Temporal Difference Learning
• Q learning can be treated as a special case of a general class of
temporal difference algorithms that learn by reducing discrepancies
between estimates made by the agent at different times.
• Let Q'(s,,a ,) denote the training value calculated by this one-step look
ahead:

• The value for two steps is:


Temporal Difference Learning
• For n steps it will be:

• Sutton introduces a general method for blending these alternative


training estimates, called TD(λ). The idea is to use a constant 0 <=λ<=1
combine the estimates obtained from various look-ahead distances as
shown below:
Temporal Difference Learning
• If λ=0 then we have Q(1) as the training estimate.
• If λ=1 then only the r t+1 values are considered.
• The motivation for the TD(λ) method is that in some settings training
will be more efficient if more distant look-aheads are considered.
• For example, when the agent follows an optimal policy for choosing
actions, then Q λ with λ = 1 will provide a perfect estimate for the true
Q value, regardless of any inaccuracies in Q.
• On the other hand, if action sequences are chosen sub-optimally, then
the rt+i observed far into the future can be misleading.
Generalizing from Examples
• The algorithms we discussed perform a kind of rote learning and
make no attempt to estimate the Q value for unseen state-action
pairs by generalizing from those that have been seen.
• This rote learning assumption is reflected in the convergence proof,
which proves convergence only if every possible state-action pair is
visited.
• This is clearly an unrealistic assumption in large or infinite spaces, or
when the cost of executing actions is high.
• More practical systems often combine function approximation
methods discussed in earlier with the Q learning training rules
described here.
Generalizing from Examples
• We can use backpropogation into the Q learning algorithm by
substituting a neural network for the lookup table and using each
update as a training example:
• We can encode the state s and action a as network inputs and train the
network to output the target values of Q given by the training rules.
• We can train a separate network for each action, using the state as input and
Q as output.
• We can train one network with the state as input, but with one Q output for
each action.
Relationship to Dynamic Programming

You might also like