A Preparation of A.I. Qualifying Exam
Research Statement
Big Category
- Computer Vision
- Logics and Reasoning
- Machine Learning
- Planning
Viki
Planning
AI Planning
Definition
- nonhierarchical planning
- least commitment approach
- nonlinear planning
- opportunistic planning+
- frame problem++
- STRIPS assumption
- situated activity+
- linearity assumption
- Sussman anomaly+
- interaction - week, strong, and very strong++
- reflection
- fluent
- conjunctive goal - interacting subgoals problems
- interacting subgoals
- goal regression
- STRIPTS operator
- causal link
- threat causal link
- lifting - lifting lemma
- downward solution property
- upward solution property
- unique main subaction codition+
- conditional (contingency) planning+
- coercion
- closed-world assumption
Search
Definition
- heuristic
- admissible search algorithm
- problem space
- problem instance
- weak methods
- heuristic evaluation function
- more informed function
- monotonic cost function
- effective branching factor - a complete tree
- constraint satisfaction problem
- constraint graph
- ordered constraint graph
- arc consistency
- path consistency
- d-arc-consistent
- k-consistency
- futility
- credit assignment problem
- backjumping*
- OPEN and CLOSED lists
- Manhattan distance
- classes of search
MDP
POMDP
Motion Planning
Definition
- robot
- task planner
- guarded motion
- compliant motion
- effector
- actuator
- degree of freedom
- sensor
- sonar
- infrared
- recognizable set
- landmark
Configuration Space
Mapping Obstacles
Computer Vision
Definitions
- low-level (early) vision
- high-level (later) vision
- segmentation
- primal sketch
- point-spread function
- Lambertian surface
- pyramid
- quad trees
- texel
- epipolar plane
- epipolar line
- emergent angle
- incident angle
- phase angle
- iso-brightness lines
- boundary lines
- Waltz's set*
- Muller-Lyer illusion
- Kanisza subjective edge
- convolution
- perspective projection
- Lambert's cosine law
- specular reflection
- reflectance map
- limb
- general viewpoint condition
- geometric invariant
Geometry
Simple Detector
Object Recognition
Logics and Reasoning
Propositional Logics
First Order Logics
Machine Learning
Definitions
- learning
- attribute - nominal, linear or tree structured
- analogy
- bounded inconsistency
- utility problem
- concept
- learning frame problem
- within-trial transfer
- across-trask transfer
- speedup learning
- supervised learning
- reinforcement learning
- unsupervised learning
- inductive learning - approximate evaluation function
- bias
- decision trees
- training set
- test set
- Ockham's razor
- overfitting
- version space
- generalization hierarchy
- PAC learning
- Ockham algorithm <-> PAC-learnable
- connectionist learning
- linearly separable functions
- back-propagation
- neural network
- epoch
- Bayesian learning
- Q-learning
- reward-to-go
- adaptive dynamic programming
- bandit problem
- input generalization
- explanation-based learning
- relevance-based learning
- knowledge-based inductive learning
- memorization
- functional dependency
- constructive induction algorithms
- cumulative learning
- VC-dimension - expressive power of a hypothesis space
- decision lists
- incremental learning*
- generalization-to-n problem
Types of Learning
- speed-up learing - deductive learning, eg. Explanation-based learning
- learning by taking advice -system can reason about new information added to its knowledge
- learning from examples - inductive learning
- clustering - unsupervised, inductive learning
- learning by analogy - inductive learning in which a system transfer knowledge from one database into a that of a different domain
Inductive Learning
- Decision Trees
- any Boolean function can be represented as a decision tree.
- parity or majority function is not appropriate for the diection tree.
- smaller tree is better according to Ockham's razor.
- algorithm - in each iteration, choose the attribute that has highest information gain (gains on entropy given on an input).
- overfitting and diminishing utility - decision tree pruning or cross-validation.
- Information Theory
- Inducing General Logical Descriptions
- Current-Best-Hypothesis Search
- If it is a false positive -> specialize the hypothesis not to cover it.
- If it is a false negative -> generalize the hypothesis by adding disjuctions or droppping terms.
- If no consistent specialization/generalization -> backtrack
-
- Least-Commitment Search
- candidate elimination learning or version space learning algorithm
- assuming that hypotheses are ordered by more-specific-than ordering (eg. G1 < G2)
- enormous number of hpotheses -> solution: boundary sets: G-set and S-set.
- false positive for Si (false inside): Si is too general, throw it out.
- false negative for Si (false outside): Si is too specific, generalize it.
- false positive for Gi (false inside): Gi is to general, specify it.
- false negative for Gi (false outside): Gi is too specific, throw it out.
- cannot handle noisy data.
- Computation Compexltiy
PAC Learning
- computational learning theory: how can we justify the accuracy of a hypothesis h with respect to some function f?
- stationarity assumption: the training set and the test are randomly drawn using the same probability distribution
- A hypothesis h is called approximately correct, if error(h) <= e.
- Unfortunately Hbad (a bad hypothesis) may consist with m samples
- the probability of agreement with m examples is then <= (1-e)^m
- P( Hbad contains a consistent hypothesis ) <= |H|(1-e)^m <= d confidence parameter
- Thus, m >= 1/3 (ln(1/d) + ln|H|)
- the number of examples requried for learning is proportional to the log of the size of hypothesis space
- A space of hypotheses H is PAC-learnable <-> it has finate VC-dimension
- PAC-learnable classes (The size of Hypothesis space is not the one factor.)
- Polynomial time: k-CNF, k-DNF, k-DL, Boolean conjuction
- NP-hard: k-term-DNF and k-3NN (k-term-DNF is proper subset of K-CNF)
Bayesian Learning in Belief Networks
- maximum a posteriori (MAP) hypothesis
- Belief Network Learning Problems
- know structure, fully observable
- unknow structure, fully observable
- known structure, hidden variables
- unknown structure, hidden variables
Reinforcement Learning
- right action is not told.
- two basic information * utility function: keep a model of the environment * action-value: (Q-learning), model-free approach
- Passive Learning in a Known Environment * Goal: use the reaward information to learn the expected utility of each of the nonterminal states. * Simplifying assumption: the utility of a sequence is the sum of the rewards accumulated in the states of the sequence. * estimation for * U: the utility of each sate * N: how many times each state was seen * M: transition probabilities * Update Methods * Naive Updating: least mean squares (LMS): it slowly converges, because it ignores the fact that the actual utility of a state is the probability-weighted average og its successor's uilities, plus its own reward * Adaptive Dynamic Programming: one step in Markov decision processes * Temporal Difference Learning: Approximate ADP
- Passive Learning in an Unknown Environment
- ADP approach changes in the unknown environment. Adjustment is required for the changed (firstly known) environment.
- Active Learning in an Unknown Environment
- active agent must decide what actions to take and how it will affect its rewards
- Learning Action-Value Functions
- Q-learning is similar to the state-based learning agents.
- Difference: Q-learning agents do not need models of the world.
Linear Classifier
Boosting
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