Design of a learning system

The design of a learning system is a process of constructing a system that uses a learning algorithm to improve its performance on a given task based on experience. It involves four major steps:

1. Choosing a Training Experience

  • Training experience refers to the data or interactions through which the system learns.
  • It can be of two types:
    • Direct Experience: The system (e.g., a chess-playing agent) is provided with board positions and correct moves explicitly.
    • Indirect Experience: The system plays against itself or an opponent and learns from the outcomes.
  • The presence of a supervisor can help label data (like valid moves).
  • If the training and testing samples share similar distributions, the system performance improves.

2. Choosing a Target Function

  • The target function represents what the system is trying to learn.
  • In a chess game example, the function could evaluate if a move is good:
    • For example:
      B > M means move B is better than move M (both are legal moves).
  • If all legal moves are scored, the one with the highest score is selected.

3. Representation of the Target Function

  • The target function is represented using a hypothesis, such as:
  • This is a linear representation but can be extended to rules, tables, or neural networks.

4. Function Approximation

  • The approximation aims to find the best hypothesis that matches the target function.

Components of a Learning System

  1. Performance System – Lets the system (e.g., game agent) interact with the environment (e.g., plays chess).
  2. Critic System – Evaluates the performance and provides feedback (error).
  3. Generalizer System – Learns a general hypothesis from the feedback.
  4. Experimenter System – Proposes new strategies based on learned experience and sends it to the performance system for further testing.

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