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30 Cards in this Set

  • Front
  • Back

Entropy equation

3 types of function for neural nets

Main idea of deep learning

Transform the input space into higher level abstractions with lower dimensions (unsupervised learning)

Offline Vs online learning

Offline: all inputs available from the beginning


Online: inputs come in as a stream

K-fold cross validation

Splitting the data into k partitions, each one taking it in turns to be the testing partition

Bayes' Theorem

Simulated annealing

Escape local maxima by allowing some "bad" moves, but gradually decrease their likelihood

Local beam search

Start with k randomly generated states. Each iteration, generate all the successors for all states. If one is the goal state stop, else pick the k highest states

Safely explorable

Can reach the goal state from any valid state

Four things to define a problem

Initial state


Successor function


Goal test


Path cost

Completeness

Does it always find a solution if one exists?

Optimality

Does it always find a least-cost solution?

Bidirectional search

Do two searches - one from the initial state, one from the goal state

Greedy best-first search

Expands the node that appears to best closest to the goal.

Admissible heuristic

Never overestimates

Consistent heuristic

Once a node is expanded, the cost by which it was reached is the lowest possible.

Weak AI

Focussed on one narrow task

Artificial general intelligence

Ability to apply intelligence to any problem rather than just one specific problem

Lazy learning

System does not maintain a generic model. When there's an evaluation request on a new data point, the system will only provide a (local) model for that particular data, eg distance metrics in k-NN.



Nearest neighbour is an example.

Markov decision process

Process in which the state transitions are stochastic

Markov property

The probability of moving into state j as the next state depends only on the current state and the current action; the past does not influence the near future

Partially observable MDP

Decision process where the system dynamics are determined by an MDP, but the agent can't directly observe the underlying state. Instead it maintains a probability distribution over the set of possible states

Independence of variables

Their joint probability = product of their probabilities

Backtracking search

Like DFS but we just apply one action to produce one successor node, rather than working out all successors at the same time

Map colouring - what order to consider attributes?

Most constrained variable


Most constraining variable


Least constraining value (leave other variables open)

Partial-order planning

Maintains a partial ordering between actions and only commits ordering between actions when it needs to.

Temporal difference learning

Maintaining a value that combines current reward, future reward and progressive learning (learning rate)

Q-learning

Also including the expected value of taking each action

Lazy Vs eager

Lazy: generalisation beyond the training data is delayed until a query is made


Eager: the system tries to construct a general, input-independent target function during training of the system

Reinforcement learning

Repeatedly interact with the environment, receive feedback. Learning problem: to get a good policy based on the feedback