《Machine Learning(Tom M. Mitchell)》读书笔记——2、第一章

1. Introduction (about machine learning)

2. Concept Learning and the General-to-Specific Ordering

3. Decision Tree Learning

4. Artificial Neural Networks

5. Evaluating Hypotheses

6. Bayesian Learning

7. Computational Learning Theory

8. Instance-Based Learning

9. Genetic Algorithms

10. Learning Sets of Rules

11. Analytical Learning

12. Combining Inductive and Analytical Learning

13. Reinforcement Learning


1. Introduction (about machine learning)

Several recent applications of machine learning are summarized as following:


Machine learning is inherently a multidisciplinary field. The key ideas from different fields that impact the field of machine learning are as following:


Definition: 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 expericence E.

In general, to have a well-defined learning problem, we must identity these features: the class of tasks, the measure of performance to be inproved, and the source of experience.

A checkers learning problem:

Task T: playing checkers 0 Performance measure

P: percent of games won in the world tournament

Training experience E: games played against itself

Designing a machine learning approach involves a number of design choices, including choosing the type of training experience, the target function to be learned, a representation for this target function. and an algorithm for learning the target function from training examples.

Choosing the Training Experience:

The first design choice we face is to choose the type of training experience from which our system will learn.  One key attribute is whether the training experience provides direct or indirect feedback regarding the choices made by the performance system.  Learning from direct training feedback is typically easier than learning from indirect feedback. 

A second important attribute of the training experience is the degree to which the learner controls the sequence of training examples.

A third

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值